Rail link and parachutes
1:00pm EST - Our update preview stream is live! twitch.tv/rustafied
12:00am EST - Another week in Rust development and the team is trucking on some new features and a couple fixes.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.
Mandatory update next week
It appears as though there will be a mandatory server and client update early next week. No word on the specifics, but it will not force a wipe or anything like that. It will, however, be required that both players and server owners run the update.
Rail network link
A new branch has appeared by the name of ‘rail network link’. Perhaps this is the first iteration of some form of transition between the above ground and below ground rail networks?! That’s pure speculation as nothing is confirmed, but it would be pretty cool if that’s the case!
Weapon racks
The elusive weapon racks have made their way to the Aux1 staging branch! With 3 wall mounted and 1 floor mounted, these racks are a great new way to store your weapons while creating a little more decor around your base. Along with looking cool, these racks have the unique feature of being able to place and pull weapons very quickly with the click of a button (E by default).
Not confirmed when these will make it in the game, there have been some murmurs of the weapon racks being part of a DLC pack (not confirmed). We’ll post more information as we have it.
Parachutes
More action over on the parachute branch this week. After being dormant for the whole year, we started seeing sparks of progress on parachutes last week. Work at the moment appears to be focused on things like initial drag and fall physics, camera placement / control, and various other ‘jumping off high places’ types of things.
To catch you up, so far, based on commits, it seems parachutes will be:
Reusable (with durability)
Worn like a backpack (visibly)
You can hold and fire a weapon while using, but you can't steer the chute
No word on when these parachutes will be in, but they are sufficiently out of concept limbo!
Mo’ Brick!
As you may recall, the next upcoming building skin, Brick, was added to staging last week. There’s not even a ton of commits related to the brick stuff this week, I just wanted to show off this sweet skin a bit more! Expect this to go live as a DLC with the August 3rd update.
It also looks like another skin is in the works. The Tribalist or Brutalist skin looks like it’ll be the next on the docket after Brick. Will it be the first wood tier building skin in Rust? Here’s hoping!
Base optimizations
Progress continues over on the ole’ global networked bases branch. Most of the commits this week are pretty code-centric, but long and short is they are moving forward on this feature with great velocity and it is being tested internally on the Aux2 branch. Given it stands to greatly improve base loading, render distance, and more, I’m excited to see this one go live! No word on when specifically that’ll be at the moment.
Other stuff
More nexus (server to server transfer) work - Now on Aux1, looks like that may be coming soon to a Facepunch official server near you!
Continued progress on an update to Bradley (looks like overall improvements and tweaks visually)
More art fixes: various tweaks for placement and visuals of miscellaneous elements of the game (maybe better power lines?!)
More action on the attack helicopter branch
Clean up on chat emojis (coming in August)