A lot of people are complaining that we’re not giving enough updates on the development of Rust. They have suggested that we start posting weekly about what we’re doing. So that’s what I’m going to do. Even if that means every week I post “replaced 6000 lines of terrible code with 1000 lines of not so terrible code.
Hi guys, We have a patch for you all which addresses some serious issues and provides some clientside improvements, check it out :
- fixed airdrops – they will now spawn around noon daily!
- fixed foundations destroying immediately upon placement and other issues where things would decay too quickly
- fixed armor exploit where broken armor would not unequip if your inventory was full – you’ll just drop it now if it can’t fit
- fixed extreme shadow flickering in buildings
- fixed smoke signal not being influenced by lighting
- fixed the fade from black starting too late after respawn
- fixed the floating grass bug
- fixed the first command entered into the console not working on OSX
- tweaked tree billboard colors to better fit their mesh colors
- added more control over image effects using the gfx console convars
- gfx.ssaa true/false (enable/disable screen space anti-aliasing)
- gfx.grain true/false (enable/disable radiation grain effect)
- gfx.shafts true/false (enable/disable sun shafts)
- gfx.damage true/false (enable/disable damage indicators)
- added the console convar render.frames to limit the maximum fps to render
- made lower quality levels automatically disable some image effects for better performance
- added render.distance (0-1, default 0.2) to adjust the draw distance
- this is currently only affecting the static rocks
- enabled anisotropic filtering for terrain, road, rocks and building textures if quality level is above 50%
- improved cloud synchronization to reduce situations where clouds have to jump around
As you all know we’re working on some bigger features and we hope to have them complete soon. Stay tuned!
Sorry guys, no real updates this week. There was a lot of moaning last week about the lack of ‘new stuff’ in that update. So we’re looking at ways to bring you ‘new stuff’ faster. Getting the foundations for this is going to take longer than a week.
The Item Editor
Something we’ve wanted to explore for a while is the possibility of an internet-based item editor. We want to get it in a position where anyone on the team can edit items. Then we want to open it up to the public – like TF2 did with hats. Obviously items submitted by the public wouldn’t automatically appear in game. We’ll be looking through them, you’ll be voting on them, we’ll be editing and accepting them and making sure it all works.
That’s our dream anyway. The website side is really easy. It’s getting the items in game that’s a bit more involved and might take a couple of weeks.. because a lot of stuff needs replacing. The good news is that it’s all crap and needs replacing with a better system, and once we’ve laid the foundations we’ll be able to add new items like it’s nothing.
The New UI
As part of these changes above we’re making a run at changing the UI. This is something we’ve been wanting to do for a while. At the moment we use a GUI system called NGUI. It’s the devil. Our version of the devil is quite a bit worse though because it’s been chopped up and edited. So we’re working to get rid and use DFGUI – which is what all the menu, chat and popup notifications use.
So why bother updating the UI when there’s so many other things that need doing? Well – we’re doing it because of those things. Right now we’re restricted by the UI because we know we want to replace it eventually so we’re putting off adding things (like putting stuff in stuff, weight effects etc) because we don’t want to write code to throw it away. The pass we’re doing on the UI should mean that we’re able to push even further forward.
Helk has started working on Farming. It’s what it sounds like. We need to explore a bunch of performance issues we may or may not have with the system – so this is taking longer than expected too.
So sorry guys, no update this week. We’ve been dealing with a bunch of business stuff, and Helk is having some personal stuff to deal with, so progress has been slower than we’d like.. but we know what we’re doing and I’m positive that we will make you happy quite soon :)