Rustafied

View Original

Hackweek and fixes!

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

12:00am EST - With a week since the update and forced wipe, we’re seeing fixes along with forward progress on various features, and another hackweek!

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


Hotfixes

As is commonplace after an update and forced wipe, the devs released a couple optional server and client hotfixes over the weekend. Here is a summary of what was pushed:

  • Fixed server tags not displaying on the server listings

  • Returned minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying

  • Fixed burlap headwrap 3D preview positioning in item store

  • Fix water junkpile getting their colliders stripped on the server, leading to items falling through the junkpile

  • Fixed flyhack violation when climbing harbor_1 crane ladder

  • Prevent heli from trying to crash at underwater labs

  • Fixed industrial systems deleting items when run in a closed loop

  • Fixed potential error when TCs are killed, causing floating TCs


Hackweek afoot!

Another hackweek is in full swing for the developers at Facepunch! If you’re unfamiliar, a hackweek is where the devs are able to put aside the projects they are currently working on to spend a little time on whatever their hearts desire. Not all hackweek projects make it to primetime, however, historically speaking, these projects have brought some great new features to the game in the past.

Here are a couple things being worked on:

  • Crude gestures - some work on creating more crude gestures (i.e. middle finger, double middle finger, shush, finger gun, throat cut, etc.)

  • Work on a pool table

  • Render lod collapse - Optimizing various parts of monuments to make them lighter weight and quicker loading

  • Scene assets - Work on loading all preprocessed prefabs into a dedicated client and server scene to speed up client loading and efficiency

  • Automated testing - a simple platform for a custom testing framework

  • Combat playground - Not entirely sure on this one, but looks like a place for the devs to play with gunplay changes in a more efficient fashion


Bikes

There are a slew of commits around the next vehicle to be added in the game: bikes! From the looks of it, there will be multiple types of bikes, including pedal powered and motor bikes. Work this week covers things like fuel consumption, player mounting positions, suspension, and more. Although we’ve seen some teasers from the devs posted on X, there is no word specifically when these will make it in the game. As always, we’ll keep you posted as more comes to light.


Radtown progress

Work continues on an upcoming monument, Radtown redux. A throwback to the radtowns of legacy, this monument will likely feature some fresh loot and pvp opportunities. No word on when it’ll be going live, but progress does definitely appear to be moving forward!


Other fixes

There are some other fixes in the works which didn’t make it in quite yet (they likely will wait for the next update / forced wipe). Here is a summary:

  • Fixed IO UI showing wrong power values when wiring entities from output to input

  • Fix missions UI always appearing when a player connects to a server with BaseMission.missionsenabled set to false

  • Fixed door controller IO UI overlapping doors interaction UI

  • Fixed door controller not deployable on shelter doors

  • Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door

  • Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true

  • Fixed submarine windows ignoring new fog parameter

  • Fixes for cargo ship getting stuck

  • Fixes for Clatter Helmet visuals

  • Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through


Other stuff

  • More work on the new SKS rifle - looks like it won’t be added as a SAR skin, instead likely to be its own standalone gun

  • Work on a new weapon - the Blunder Buster

  • More work on a ‘hood and cuffs’ branch

  • Support using cached servers for servers in favorites.cfg on the favorite servers tab

  • Increased default client tick rate from 20 to 32 (could result in better shot detection

  • More work on the cliffs rework

  • More work on the upcoming traveling vendor 

  • WIP sending a special death info to the player when they die due to sleeping in a safe zone

  • Send the cargo ship patrol path to the player, render it on the map