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Diver suit and optimizations

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

12:00am EST - More progress on future features along with optimizations and fixes as we approach the halfway point for this month of Rust development.

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


Get your Twitch drops!

You have just 2 more days to get in on the Twitch drop action with the Bellum community! With a couple generics and a bunch of streamer-specific drops, these are ones you won’t want to miss. You still have till June 17, 2023 at 7:00 PM EST, so go get ‘em!


Diver suit progress

More commits this week on the upcoming Diver suit. First seen earlier in the month, this Diver suit branch appears to be a new outfit for underwater exploration. No visuals yet, but all signs point to some form of deep-sea, rubber-like suit with a metal helmet equipped with portals for viewing. 

Based on commits, it appears this Diver suit will include a torch and even a matching Assault Rifle and hatchet. No word on specifics given it’s on a separate branch, but we’ll keep you posted as more comes to light.


Note: This is an AI generated concept which does not represent what Facepunch is working on

Tugboat progress

We’re also seeing work on the newest watercraft for Rust, the Tugboat. With the models, textures, fuel consumption / storage, and initial buoyancy physics complete, the team is moving along with tug water interactions, volumes, lighting, and more. Still on a separate branch, no visuals or specifics quite yet.


Water updates

It appears as though the latest iteration of water (water_5) has been merged with the Aux2 branch. This is a good indicator this functionality is nearing the finishing stages of development, and ready for some internal testing. Unfortunately, Aux2 is not available to us mere mortals at the moment, so no visuals or specifics. We’ll keep you posted as always.


Base optimizations 

Over on the global networked bases branch, there’s a bunch of work being done on optimizing how bases render, ideallying increasing FPS and minimizing hitches. No specifics yet as it’s on a separate branch, but it looks like the fundamentals of how bases are rendered is being shifted to be easier on GPU’s and have a more graceful loading. We’ll keep you posted as this gets more progress.


Ferry terminal

More commits this week to the Ferry Terminal branch. Thought to be linked to the server to server transfer body of work (nexus), this ferry terminal could be one of the final pieces to the long in progress functionality of allowing players to travel from one server to another with their gear via boats. 


Other stuff

  • More work on scientist AI tweaks

  • More work on ragdoll physics

  • More work on weapon racks (looks to be Large Horizontal and Large Tall versions along with 3 wall-mounted variants at this point)

  • Shader improvements

  • More bear animations