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Lumberjack DLC, new VFX, and more!

9/30 - The Lumberjack DLC is confirmed for Oct. 6th!

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

12:00am EST - With the update and forced wipe just one week away, the team is trucking on various functionality and improvements.

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


Lumberjack DLC

The next DLC for Rust has a name: The Lumberjack DLC. Work on this new downloadable content pack took place this week on a couple new lumberjack related branches. 

Based on commits, this DLC will include a new Hazmat suit along with some lumberjack tools! Yet to be merged to staging for testing, details are sparse, including when this DLC will launch. We’ll keep you posted as more comes to light.

Edit: The Lumberjack DLC is confirmed for Oct. 6th!


New VFX

The visual effects for fire across much of the game has been updated this week. Impacting campfires, fireplaces, and large furnaces, these new visuals have a much greater fidelity and look great!


Handcar progress

More work this week on what appears to be the next rail based vehicle for Rust. Over on the handcar branch this week we saw the low poly version of this vehicle finished and baked. Given it’s still on a separate branch, no visuals or specifics have been released. That said, it seems this will be a small, manually operated car which travels on the rail network. More to come as it gets merged to staging.


Furnace UI changes

More changes to the furnace and cooking UI have hit staging this week. Specifically, all items will now cook / smelt at once. This makes more logical sense and doesn’t appear to impact overall cooking or smelting times. Also, a progress bar has been added to each item slot as it cooks, allowing players to more easily gauge the status.


Beltbar improvements

A couple quality of life improvements are in store for the belt bar UI. Still on a separate branch, the team is adding an icon to each item when a light attachment (like a flashlight or laser) is active. Also, they’re adding a very light drop shadow to makes thing easier to see on white backgrounds.


Other stuff

  • Vending machine map clusters now have a green circle to better stand out on the map

  • Initial work on portal missions and dungeon portals

  • Stopped fixcars command still filling engine parts in destroyed vehicles

  • Update to the options menu so things use dropdowns instead of the left/right buttons to scroll through

  • Fix tooltip shadows rendering like rectangles instead of nice soft shadows like they were supposed to be

  • Expose limit fps in background option in Screen section of Options menu

  • Added "entcount" admin command, prints out all entities associated with a given player

  • Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false

  • When you shoot the locomotive bell, it goes ding

  • Fixes to swamp monument bounds

  • Fixed dynamic mouse cursor not working in main menu

  • Fixed being unable to continue mission if player loots tackle container from maximum loot distance

  • Dictionary cache for usernames to optimize team ui (it grabs username every frame)

  • Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface) Each toggle was taking 0.3-0.5ms