Rustafied

View Original

Filters, crosshairs, and more

1:00pm EST - Our update preview stream is live! twitch.tv/rustafied

12:00am EST - A new month of Rust development is well underway with the team working on new features and fixes.

Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the day.


So long, filters!

It’s official, earlier this week, support for Nvidia filters in Rust was removed. This now limits players using such filter to see better at night - evening the playing field for the Rust population once the sun has set.


Hello, crosshairs

In addition to the filter removal, the devs have confirmed it’s ok to use external crosshairs. The reason being? Crosshairs will soon be added natively to the game! No word on when this will be, but we’ll keep you posted.


Trainyard linkage

With the rail network up and running with actual trains, it only makes sense to link up the Trainyard monument. That’s exactly what the dev team is working on with the ‘trainyard_update’ branch. With the layout of some tracks reshaped, the trainyard will soon be ready to link up with the larger network.


Spray Can can spray?

It looks like the good ole’ spray can may soon actually allow for free painting. Now on staging, a new free hand spray attachment has been added for the spray can. Once inserted into the can, players can free paint on walls and the like.

Entities sprayed on places will last 3 hours by default (although this is able to be modified on the server level with the cvar ‘global.sprayduration’). There’s also a couple more helpful commands for server owners just in case these sprays get out of hand:

  • global.MaxSpraysPerPlayer

  • global.DeleteAllSprays

  • global.ClearAllSprays

Not sure the difference between the last two


Other stuff

  • Horses now get the same speed boost on rail as they do on road

  • Added ai.AddIgnorePlayer and ai.RemoveIgnorePlayer server commands. AI now checks the ignore list when adding players to memory.

  • Added ai.killanimals server command

  • Fix for footsteps always sounding barefoot

  • AI being set up to patrol top of Launch Site

  • Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree)

  • More work on Hapis conversion (shooting to have it ready for next month)

  • More work on new recoil

  • Adding barbwire parts back into LOD1 for stone wall and stone gate so players on lower settings are aware of them

  • Powerplant greencard skip fix

  • Added SedanRail entity for admins. Spawnable only on rails