Devblog 105

  • https://playrust.com/devblog-105/


    Changelog:


    Grass is rougher
    Grass uses physically based shading
    Added new player models
    Added 30 minute idle kick if server is full
    Fixed ragdoll stretching
    Fixed player model being visible for 1 frame when ragdoll becomes visible
    Ragdolls legs don't bend backwards anymore
    Fixed local player sometimes holding multiple weapons
    Fixed double deploy warning
    Added specnet convar (for admins)
    Fixed weapon firing etc when map is open
    Fixed disappearing holosight
    Switched back to post/overlay-based ambient occlusion
    Improved reflection occlusion
    Made reflection probes less dark
    Fixed viewmodel shadow shader errors in legacy OpenGL/Linux
    Faster water simulation
    Thirdperson camera doesn't go through stuff
    Thirdperson camera rotates with the target
    Thirdperson camera mouse wheel zoom
    Fixed bug where looking down above water could clip and show ocean floor
    Added soft-particle fade to highest quality version of rainfall
    Signs can be edited by the locker
    Signs can be unlocked by the locker
    Signs can always be unlocked/edited by admins
    Train carriages and sedan vehicles updated in dungeons
    Fixed pumpjack body disappearing in the distance
    Player models blink
    Player model eyes move
    Fixed rockets only dealing half their damage to building parts
    Fixed overly bright footprints and bullet decals on sand
    Can enter codelock codes with keyboard
    Codelock dialog doesn't show entered code (shows ****)
    Fixed slight differences in projectile behaviour with varying frame rate
    Fixed anti hack failing to detect players clipping into river rocks
    Fixed rocks sometimes disappearing before buildings and players
    Hemp plants and ore nodes are bigger and easier to spot
    Ore nodes now always spawn around other rock formations
    Tweaked the scale of bushes and small trees
    Procedural Map: New forests
    Procedural Map: New terrain texturing algorithm
    Procedural Map: Better cliff mesh placement and more variety
    Procedural Map: New clutter vegetation and rocks
    Procedural Map: More natural looking beach terrain
    Procedural Map: Better river generation
    Procedural Map: Road width varies slightly
    Procedural Map: Fixed rivers occasionally failing to be detected as water
    Procedural Map: Optimized road and river vertex count
    Procedural Map: Fixed occasionally visible hard edges on roads and rivers
    Procedural Map: Mountains let other objects spawn around their lower parts
    Procedural Map: Fixed midair rocks around river mouths
    Procedural Map: Better rock cluster vegetation
    Procedural Map: Fixed terrain lighting artifacts around certain rock formations
    Added the new clutter vegetation and rocks to all handmade maps
    Grenades are much snappier and predictable
    Beancan grenades are more reliable
    Fixed shelves being able to be placed inside eachother
    Fix for being able to freelook while aiming
    Item attachments are refunded when a weapon is used for crafting (sentry)
    Ceiling light placement/floating bugfixes
    Fixed metal facemask protecting too much
    Lowered other helmet protection
    Syringe heals 15 instantly and 20 over time
    Increased emission of ceiling lights

    Chillen ist die Kunst, sich beim Nichtstun nicht zu langweilen.