Beiträge von Adebar
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v0.44b
Fixed animals not spawning in vegan mode
Fixed selecting ghost in book with a gamepad using “Build” or “Take” action instead of “Fire1” wrongly placing ghost even if not meeting requirements, allowing for example to place rope on ground
Fixed bug preventing to change gamepad input mappings
Fixed cave climbing axe not functioningv0.44c
Fixed dropping meat leaving a broken unusable view in inventory
(Multiplayer) Fixed swapping ghost tree structure as client causing it to be grabbed by host even if far away -
v44 changelog:
(Audio) Added new ambient emitters to more empty parts of world
(Audio) Added sound effect when opening wooden doors on cabins and doorways
(Audio) Added new sound for fish trap being triggered
(Audio) Added new sound for air tank dropping when inventory is full
(Audio) Fix for crafting sound sometime being inaudible in inventory!
(Audio) Impact sound for bone, stick and rock fences when hit with weapon.
It is now possible to rotate ceiling skull lamps and decorations in ghost mode
There is now a 60s minimum duration to rain after it actually starts to rain
(Multiplayer) Setup cloud forming for clients before rain starts
Wall auto-fill mode is no longer available on terrain, it always uses manual placement
Walls/Fences and Floors/Roofs each save and restore the latest autofill/manual mode
Now enforcing a UI refresh after sleeping, should prevent tutorial that should be in bottom left corner to remain at top of screen occasionally
Fixed repairing a damaged stick marker breaking its color toggling
(Multiplayer) Fixed time of day looping really fast when host isn’t responding
Fixed regression with stick & rock bag changes causing poisoned arrows to not show up as such (but functional anyways) and incendiary upgraded spear to not work correctly
It is now possible to remove fixed upgrades from weapons (tooth/feather/glass): Place an upgraded weapon alone on the crafting mat and press the “Craft” button. Upgrades will visibly fall off the weapon and about 40% of the tooth/feather/booze will be returned to the inventory if there is room for it
Caves – better collision on curved rock wall
Built rope now has a visible connection to structures
Updated world nav mesh system, reduced memory cost and improves navigation inside and around player built structures
New buildings: Skin rack ! Has slots for rabbit, deer, and lizard skin each with room for 15 items
Fixed platform anchors icon being inside its foundation instead of outside
Collision added to some tourist models you could walk through
(Audio) Fixed one of the big rock types in world not sounding like rock when walked over or hit
Fixed rope bottom trigger position not set correctly if ground is at the verge of its max distance
Fixed rare type of dead tree that had cut point too hard making it hard/impossible to chop down
(Multiplayer) Fixed decoration place icon staying up after placing one as client
Fixed ceiling skull lamp not snapping to procedural ceilings
Fixed toggling back and forth between book and inventory switching back to default weapon or no weapon
(Multiplayer) Fixed meat decaying state resetting when dropped and grabbed by another player
(Multiplayer) Fixed client toggling stick marker or sled flag color not properly syncing to other players
Added a cap to damaged building distort ratio for building with lower max HP, fixes really high distortion on smaller buildings like skull lights
Fixed ghost skull light placing floating above ground
Tree house, Tree House Chalet and Tree Platform can now be toggled with the “Rotate” button after being placed on a tree (but still in ghost mode) to a version in which rope has been replaced by an anchor !
Blocked small rocks and regular rock pickups from spawning in lakes and ponds to fix issue where drink trigger could be blocked by these
(Multiplayer) Fixed error when picking up rabbits in traps as client causing it to be duplicated
(Performance) Work around some engine physics allocations on player to reduce garbage memory generated each frame
Enemies will now attempt to climb structures to get to the player and break down the ceiling if on the roof!
Improved positioning of ropes on several buildings anchor (not retroactive, already placed ropes will likely be slightly off)
(Multiplayer) Fixed player movement breaking if hit while waking up on plane
Fixed held rock and other weapon speed not being affected by low stamina
Fixed spear attacks not draining stamina at all
Added stipple to plane food carts and blue/green tents
Planting seeds in garden now uses the “Craft” button (use to be the “Take” button but was inconsistent with other feature that imply adding items in world, like food on fire)
Fixed cooked rabbit (from rabbits burnt live) not edible
Added hit proxy system to main stairs colliders (was only on stilts previously)
New casting based anchoring for single anchor structures (currently climbing ropes only), grabs anchor in view near center of screen instead of within range of ghost, thus requiring less accuracy in aiming and being a lot easier to lock with anchors
(Audio) Fixed cave footsteps playing on terrain footsteps instead of on rock footsteps
Added splash particle when throwing small rocks into water
Fixed ghost procedural stairs bug preventing from locking perfectly fine short stairs (within constraints)
Removed delay on picking up rocks and other small items before equipping
(Multiplayer) Now returning extra ingredients added to ghost building by going faster than syncing speed to complete the required amount
(Multiplayer) Fixed input getting stuck and unusable if interacting with chat at wrong time when dying
Massively lowered memory usage pathfinding takes and fixed a memory leak when going back to main scene multiple times
Fixed loading game on a computer for the first time clearing cloud saves!
Changed default “Build” action mapping for gamepads to the bottom row 1 button (“A” or “Cross”) – note that this change won’t override custom settings if any
(Performance) Reduced CPU usage when survival book is open
Fixed some icon positioning issues in book
Fixed some cases of weapon switching to default axe or none when toggling between book and inventory
Fixed some issues with thrown upgraded/incendiary spear not acting as expected
Fixed equipping items from crafting mat losing its active bonus
Player death camera will no longer show extra in world enemies walking aroundQuelle: http://survivetheforest.com/
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https://playrust.com/devblog-122/
Changelog:
Vm beancan animation updates
Buckshot has slightly randomized velocity (no effect on damage, purely visual)
Added more detailed logging to server side attack and projectile verification
Improved server side melee and projectile line of sight verification
Improved server side entity distance and position verification when attacked
Improved server side weapon cooldown verification
Fixed server lag being included in server side player desync calculation
Fixed some situations that could cause “invalid projectile: Missing ID”
Fixed projectiles sometimes being destroyed completely when penetrating an object
Fixed code locks only being accessible from one side when attached to gates
Fixed exploit that allowed floor stacking into floor frames by rotating walls
Fixed being able to interact with objects while wounded
New sounds for double barrel shotgun
Improved performance for visible players and animals
Added Player culling, 20-30% performance gains on populated servers
Supply Signal drop zone has 20m random radius
Removed garbage from Supply Drop loot table
Supply Signals found less often
Flamethrowers found less often
Double barrel shotgun damage multiplier increased from 0.75 to 1.0
Double barrel shotgun spread increased
Double barrel refire rate decreased from 1.0 to 0.5 -
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http://playrust.com/devblog-121/
Changelog:
Full clothing and armor balancing pass (15% more body damage when fully geared)
Protections from clothing and armor now add up (all slots required for max protection)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Increased bleeding rate to 20 damage per minute (instead of barely any at all)
Increased bleeding from weapons to 20% of the applied damage
Revive takes 6 seconds to complete (holding down E)
Cannot move while reviving
Revive attempts delay player death
Bandage and syringe no longer revive players
Increased player wounded time (now 40-50 seconds)
Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds
Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25)
Pressing R rotates placement guide of deployables and building blocks
Server now verifies projectile path between checkpoints (anti hack)
Projectiles can be picked up immediately after they hit something
Combat log now correctly displays the last 30 entries
Combat log now includes the ammo type
Semi auto pistol now holds 10 rounds (from
Revolver now holds 8 rounds (from 6)
Fixed semi auto pistol doing 39.99 damage instead of 40.00
Fixed being unable to bandage other players
Fixed feet hitboxes being outside of the collision bounds on wounded players
Fixed rock box stacking exploits
Fixed grenade viewmodel sometimes getting stuck in throwing animation
Fixed layer toggle with no name in F1 tools
Fixed player jump animation not playing
Added hurt admin console command (takes amount of damage as parameter)
Improved rendering performance again
Improved player preview lighting; added anti-aliasing
Fixed flow around player preview
Fixed Hapis lake waves
Fixed TSSAA flickering when switching items
Fixed revz not defaulting to 1 when client cfg is missing
Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago
Can sprint with crossbow again
Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow
More than halved crafting time for Explosives and Gunpowder
Added Satchel Charge
Fixed explosive rounds dealing double explosive damage
Slightly increased cost of beancan grenades
Reduced cost of C4 by 20%
Armored door available at level 17
Added XP earners for healing other players
Removed Gathering diminishing xp from other players (more xp sooner)
Shelves unlock at Level 5 + 80% cheaper
Reduced metal cost of woodwire, metal barricades
Reduced level requirements of wood, woodwire, metal barricades + spike trap
Added Double Barrel Shotgun
Autoturret health increased to 1000
Autoturret damage increased 50%
Autoturret protection from satchels/beancans increased 50%
Loot tables for radtowns handcrafted and contain less junk
Ammo stacks can be found in radtowns
Max condition of items is shown as a red bar
Fixed weapon viewmodels sometimes being partially see-through (exploit) -
v0.43b
-Fixed max amount bonus from having stick or rock bag in inventory stacking up each time a saved game is loaded
v0.43c
-Toggling between autofill and manual placement for walls, floors and roofs is now done with a simple press of the “Craft” button (instead of hold), fixes issues with other trigger breaking the toggling such as drink trigger when building over a lake
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V0.43 changelog:
Audio – added sounds to book opening on plane
Audio – fixed timing of meat eating to fit new animation
Fixed some structures not getting cut out of nav mesh correctly on loading save game
Mutants will now attempt to eat food from drying racks, once there is no meat left they will destroy the rack
Fixed some cases of enemies running somewhere when there was no path to the target
Prevented animals from spawning inside player built structures
Added new craftable item: Meds+. Craft with 1 marigold, 1 aloe and 1 coneflower, restores 100 health points
Added new craftable item: EnergyMix+. Craft with 1 coneflower, 1 chicory and 1 aloe
Fixed 2d filling cog not functioning properly in specific cases, i.e. upgrade recipe matching some ingredient with a recipe which currently has all its ingredient on the crafting mat but not valid amounts yet (like arrows & speed+ upgraded stick)
Clamped garden plants scale to prevent it from ever going into negative
Caves – Camping garbage added to cave 10 and 2
It is no longer possible to be brought under terrain by the climbing down top of rope animation.
It is no longer possible to use the top rope trigger to initiate rope climbing from below it, bottom trigger should be used instead. This prevents playing the climbing down rope animation when not effectively trying to climb down
Fixed greebles switching from regular to snow when standing right on the edge in between
New craftable item: Stick Bag. Combine 2 ropes, 3 cloth and 1 rabbit skin. Increases stick carry capacity by 10
New craftable item: Rock Bag. Combine 3 ropes, 3 cloth and 3 rabbit skin. Increases rock carry capacity by 5
Updated meds crafting page in survival book
Fixed repair building trigger position not calculated properly, causing icon to possibly be inside the building depending on its orientation
Moved shelter’s icon a little bit more outside structure
Eating marigold now gives 5% fullness (same as other plants) and plays eating sound when used
Increased cooked meat trigger size, should make it easier to target meat over the fuel fire trigger
Unlit molotov thrown at lit fires now fuel it (but still doesn’t light unlit ones)
Increased duration collapsed building pieces remain to 5s (from 2.5)
Fixed collapsing foundation not releasing its logs individually and instead staying glued in oddly shaped chunks of several logs
Improved look of Pine Tree Top Heavy – straighter trunk, removed lower branches.
Fixed glowing mutant leader straps
Fixed wrong uv’s on back of some magazines and pickups
Fixed missing backfaces on dropped lizard and rabbit skin prefabs
Caves – better collision on rockground rock type
Caves – fixed holes in cave 6
Fixed repetition of female head on stick art placed around the world
Improved responsiveness of weapon when attacking while recovering from a swing
It is no longer possible to place a defensive wall reinforcement on gate chunks
(Multiplayer) Fixed fish trap resetting when there’s a fish trapped remotely
(Multiplayer) Fish trap no longer syncs its sprung state, since fishes are local to each player it allows traps to catch fish on each player side independently. Resetting fish trap is still common to all players
Fixed player collision getting stuck on enemies standing directly below player
Life buoy now make sound when pushed and now float in water
Player blood map seams fixed
Fixed ghost roof default visual not centered and weirdly offset
Fixed resetting fish trap not having a delay allowing currently caught fish to escape
Fixed all types of maple trees not blowing up when within an explosion happening mid range from a player
Fixed some tree/tent intersections
Revamped procedural wall auto fill: in the same fashion as floors & roofs, walls now show a preview of the result of “auto fill” feature. By default it tries to guess what mode is desired and toggles between manual and auto fill depending on ghost touching terrain or a player made structure, holding the “Craft” button (C by default) allows to toggle between modes manually. After doing so it no longer switches mode automatically until a new wall is being made
Placing a procedural wall on a foundation with floor will now cover the floor area instead of matching the foundation shape (so if foundations have an open side the ghost wall will cover that part as well instead of leaving it open, note that as all constructions it can be cancelled if not wanted)
Now checking against existing wall chunks (or derivatives such as fences) when placing a ghost wall (or derivatives) and skip placing new chunks over existing chunks that share exact same position and size (for example, after autofilling a wall and cancelling a chunk, autofill can be used a second time to fill the gap without spawning doubled up wall chunks overlapping the existing ones)
(Multiplayer) Fixed cave pre-placed fires not being lightable
Better lod for sinkhole base lowest lod and matched to latest layout
(Multiplayer) Fixed gamepad not having same restrictions as keyboard when using chat, causing issues such as allowing to double jump and possibly breaking all input
Increased chance of enemies dodging thrown molotovs and other projectiles
Enforcing trigger validation while paddling raft to ensure driver unlocking when landing
Defensive wall gates are now considered dynamic buildings which doesn’t allow nesting other structures to it (not retroactive)
Vertically snapping structures (like decorative skulls) can no longer be parented to dynamic buildings which do not allow it
Timmy drawings can no longer be attached to dynamic buildings which do not allow it
Fixed excessive distortion when damaging gardens
Fixed logs thrown into the sinkhole staying floating mid air, they now properly go all the way down !
Fixed screen sometimes shaking randomly when walking around the world
Fixed meat clipping into player body while eating
Fixed player crouch getting stuck sometimes when moving through shallow water
(Multiplayer) Reduced some jerkiness in squirrel animation as client
(Multiplayer) Fixed player slowly rotating to the side and ending upside down when using chat box while swimming
(Multiplayer) Fixed flickering on back of tabloid magazine when viewing another player holding it
Fixed player getting thrown up in the air if standing on top of an explosive
Added screen distortion effect to plane tv screens when plane begins to crash
(Multiplayer) Fixed game freezing when closing inventory after adding more items than shown using metal tray on the crafting mat (i.e. add metal tray and 40 leaves to crafting mat then close inventory without combining)
(Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave
Fixed lizards and other animals not falling from trees that are cut down
Lizards will no longer try to climb trees that the player is chopping
(Multiplayer) Fixed interaction distance with item holder trigger of sled being really short
(Multiplayer) Fixed cutting stumps away from host not not blowing up
New memory and performance optimizations added to pathfindingQuelle: http://survivetheforest.com/
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v0.42b
-Fixed some bugs with regrow mode in multiplayer games that could cause regrown trees to vanish for client and be uncuttable for host in some cases
-Fixed a case of player weapon getting stuck unable to swing during combat
-Fixed player sometimes gliding when running up slopes and other objectsv0.42c
-Fixed some incorrect quality presets causing lower than expected performance on quality levels lower than highest
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V0.42 changelog
Fixed limbs being difficult to chop from dead bodies
Fixed birds sometimes flying in small circles
Added additional particle effects to exploded enemies
Enemies will now die when falling from a great height
(Multiplayer) Floor/Roof hole cutter is now available ! Clients cannot cut holes in ironforest mode to prevent griefing
Caves – fixed 2 holes in cave 2
Fixed player head clipping through objects when doing downward axe chop
Added missing rabbit fur cost for bed in survival book
Fixed excessive random jitter sometimes occurring on floors after cutting holes
Fixed deer sometimes standing on edges of cliffs
Fixed survival book not mentioning rabbit fur cost of bed
(Multiplayer) Fixed random object spawned at the location of metal tin tray for clients
(Multiplayer) Fixed distortion of damaged procedural buildings
New poisoned effect: when shot with poisoned arrows enemy movement is slowed and damage output is reduced for a short time
Bigger structures that can’t be placed on houseboat floor can no longer be placed on its walls
Fixed enemies sometimes able to kill players who are in downed state
Killing enemies in trees should now cause them to fall to the ground
Enemies should no longer get stuck running inside cannibal huts
Log sled can now also be used for transportation of up to 58 sticks ! When sled is empty, hold a rock or stick to place the first and thus select the carried item type, after that the selected item can be added without needing to hold it first (like on regular holders)
(Multiplayer) Fixed ghost tree structures loaded from a saved game not getting removed if tree is cut down
(Multiplayer) Fixed remote player plastic torch flashing when they enter the game
(Performance) Fake drop feature now re-uses existing instance whenever possible (only when used pickup is dynamic, otherwise we have to spawn a dynamic one), also fixes fake drop cleaning up decaying meat
Fixed extremities of foundation’s floor not perfectly overlapping the area, eventually causing foundation to be visible on the sides, also fixes some weirdness with holes on sides of floors and roofs not perfectly conforming with hole area. Might have an impact on look of previously made buildings/holes
Added new cheat code: “woodpaste”. Can be used to reset floor & roof holes in a saved game. Cheat works once when game is started then gets reset when going back to title screen. Does nothing for MP clients
Shortened minimum stairs locking length down to the minimum technically possible length with current formula
Downwards stairs (place first point up then aim down) now skips the platform part on the first chunk if locked shorter than the regular minimum length
Deadfall, HB, swinging rock, noose, rabbit and fish traps now cost one stick to reset
Ghost foundations can now be snapped back at first locked point regardless of what height is currently aimed at
Enemies will now attempt to jump up onto structures built low to the ground to get to the player
(Multiplayer) Fixed client not seeing host climb rope animation, if loading a save game with no weapon equipped
Added new cheat code: type: regrowmode in title scene to activate/deactivate. When enabled 10% of cut down trees will grow back each night the player sleeps, For multiplayer games this needs to be enabled by host to have an effect on game. Only stumps will regrow into trees, so if you want trees cleared in some areas, for example inside your base, be sure to remove the stumps!
(Multiplayer) Fixed syncing of iron forest mode so clients no longer run distortion logic when it’s enabled, which could cause clients to see highly distorted structures that will never be destroyed
New art added: pamphlet
When a bush is burning, its remaining berries are now removed
(Multiplayer) Stalagmite destruction is now synced to nearby players
Improved enemy pathfinding around villages and firepits
Fixed jumping axe attacks sometimes not registering hits on enemies
Regular enemies will interact more with dynamic objects in the environment
It is no longer possible to place items such as bomb when in range of an interacting trigger (such as save trigger from shelters) to avoid blowing yourself up when trying to save with C whilst also holding a bomb.
Fixed gap between roofs and walls
Added ‘eat meat’ action to player when consuming cooked meat
Fixed repaired fish trap turning into rabbit trap
Fixed pause menu not visible on super wide monitors
Now filtering out rocks from clearing system (used by ponds etc), preventing to end up with invisible collision like at the pond near the cannibal village
Fixed lizard, crocodile and rabbit skin vanishing if player tried to pick them up whilst already carrying max amount. Dynamic version will now drop in it’s place
Fixed mud spawning underwater after rain
Burnt headless bodies now stipple in
Fixed cave waterfalls missing flowing water effect making them dark/hard to see
Improved raft buoyancy settings, should prevent it from not properly unlocking driver when leaving water
Fixed tortoises not dropping heads
Fixed tortoises not dying when set on fire
(Multiplayer) Fixed distant cut down trees not refreshed and showing billboard when late joining a game or joining a saved game
Fixed a bug when loading a saved game without owning plane axe preventing inventory system from functioning, notably causing both inventory and book to be impossible to open
Added generic protection against inventory initialization failure, game should keep working even if something goes wrong in there
(Audio) Fixed some environment SFX (like waterfalls) not working after loading a saved game
Added information about poison arrows to survival book
(Multiplayer) Fixed survival book on other players not using correct texture for front of book
Roof hole cutter now allows cutting several holes aligned with each other without completely cutting the roof in between holes
Fixed elephant leaf plant billboard turning off too soon
Fixed bird on hand not motion blurring correctly
(Multiplayer) Fixed bird on hand not appearing on other players
Light molotov tutorial now gets hidden when opening inventory or book
(Multiplayer) Fixed bow not being drawn back on other players
Upgrade recipes now show the 2d filling cog when there’s at least 2 different ingredients on the mat
Fixed small crafting ingredient (such as teeth) below crafting cog not reachable when crafting cog is hidden
(Multiplayer) Fixed enemies tending to target host more than clients
(Multiplayer) Fixed client unable to remove tree stumps when far away from host
(Multiplayer) Fixed sky lightning getting stuck visible for clients when host is in snow biome and client isn’t
Fixed FPS lowering when survival book was opendQuelle: http://survivetheforest.com/
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https://playrust.com/devblog-120/
Changelog:
Vm grenade anim updates
Fixed TSSAA related dark screen bug on OSX/GL
Improved graphics performance again
Added server side combat log (access with combatlog console command)
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Increased effective distance, projectile velocity and damage of semi auto rifle
Spears use arrow damage type when thrown
Removed bullet damage type from all throwables
Throwables now use their own damage multipliers
Twig building tier takes damage from arrows again
Thrown items lose condition on impact and break when their condition reaches zero
Thrown items no longer randomly break and disappear
Grenades stack to 5
Grenades can be dropped with right click
When looking at constructions, right click attaches grenades to them
Grenades don’t do splash damage to constructions when attached
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Improved skinned mesh collider performance
Fixed being able to build bridges with picture frames
Benchmark scenes force deterministic RNG results -
http://www.youtube.com/watch?v=JRYl8iznKvc#ws
Current Version: v245.99
- Fixed an issue with Industrial Grinders. Recommend all player-hosted servers update asap. Requires Server Update.
v245.989
- Gate Frames are no longer considered foundation/resource-blockers (and can not be built within range of enemy Foundations).
- You can launch an autodestroy enabled server with "?OnlyAutoDestroyCoreStructures=true" to prevent any non-core/non-foundation structures from autodestroying (however they'll still get autodestroyed if a floor that they're on gets autodestroyed, of course). Official PvE Servers now use this option.
- Fixed an exploit that allowed phasing through walls.
- Fixed a turret avoidance exploit.
- The following structures can no longer be built within range of enemy foundations:
Large Storage Box
Storage Box
Bookshelf
Wardrums
Wooden Cage
Wooden Bench
Wooden Chair
Cooking
Air Conditioner
Lamp Post
Omnidirectional
Feeding Trough
Preserving Bin
All Flags
Compost Binv245.988
* Fixed issue where "FastDecayUnsnappedCoreStructures" was affecting Tree Platforms.
v245.987
* Updated Primitive+, fixing numerous issues! May require Server update to retain compatibility with clients! Requires Server Update.
* Changed Pillars back to the low-prevention radius they previously had.
* New server option: "?FastDecayUnsnappedCoreStructures=true", which will decay unsnapped foundations/pillars at 5x speed.
* Note: All official PvE servers now have "-AutoDestroyStructures", to automatically demolish old structures, and "?FastDecayUnsnappedCoreStructures=true". Official PvP servers only do this on Pillars, using "?OnlyDecayUnsnappedCoreStructures=true".v245.986
* Fixed cases where you could get stuck in world geometry after being pushed by Dinos. Requires Server Update.
* Fixed another case of Dinos falling thru Floors. Requires Server Update.
* Pillars now extend resource/respawn prevention radius as far out as foundations. Requires Server Update.
* New server option: ?OnlyDecayUnsnappedCoreStructures=true
If set, only unsnapped core structures will decay. Useful for eliminating lone pillar/foundation spam on PvP Servers.
* On August 22nd, we will be enabling Auto Destruction of any decayed (demolishable) PvE structures on all Official Servers. They will at that time be auto-destroyed if they are publicly demolishable. Also, at that time, all old lone (unsnapped) pillars & foundations will be cleared from Official PvP serversv245.98
* Fixed networking issue associated with 'flickering' / 'detached' Mounted Dinos. Requires Server Update.
v245.97
* Fixed getting stuck on rocks/geometry when pushed by Dinos. Improvements to Dinos & Bodies falling thru Floors. Requires Server Update.
v245.96
* Fixed character Ragdolls falling through the ground when dying. Requires Server Update.
v245.95
* NVIDIA ANSEL support! How do we actually enable it however? Details shortly! (launch the game with -allowansel and then press Alt-F2 during singleplayer gameplay, but there's something else too). You can generate cool screenshots like this, even super-rez and stereoscopic 3D / VR-ready: {LINK ENTFERNT}
* Fixed Sky rendering in VR mode
* Fishing Rod can only be crafted 3 times from a Blueprint and can not be repaired, but Fishing Rod loot quality scale increased by 20%! Fishing is also less likely to yield rare resources. Requires server update.
* Fixed bug with Scuba Tank durability decreasing too quickly on long-running servers. Requires server update.
* New Dev Kit Hooks: Mods can now Remove engrams from the game, as well as append additional Dinosaur spawns without having to completely override the Dinosaur spawn entries. Requires server update.
* TheCenter: Disabled jumping-puzzle reward loot for the time being.v245.94
Unversioned Hotfix: Re-added SteamCMD.exe for dedicated server mod management using "-automanagedmods" commandline
* Reintegrated core VR support for retail Oculus unit! Details here:
http://steamcommunity.com/app/…ons/0/353915847942807512/v245.93
* Added "Wild Only" targeting setting for turrets. Requires Server Update.
v245.92
* Fixed a crash that would occur with the Industrial Grinder. Requires Server Update.
v245.9
* Added optional launch command for severs to disable non-meat Fish Loot: -nofishloot Requires server update.
* Clamped Fishing Rod Effectiveness to 600%. Requires server update.
* Industrial Grinder now yields up to 100 items of a type per grind (rather than 50). Requires server update.
* Fixed client-side memory stomp crash (W+F bug)v245.8
* Fixed Allosaurus spawning too close to bases. Requires server update.
* Fixed harvesting issue (inability to harvest). Requires server update.v245.7
* Fixed various issues reported on TheCenter, and further optimized. Requires Server Update.
* Rebalanced Fishing Rod loot table & scaling. Requires Server Update.
* Made Carnivores not insta-harvest creatures that they kill, except for the Pelagornis and Beezlebufo as appropriate. Requires Server Update.v245.6
* Fixed an issue with inability to harvest repeatedly when holding the attack button on a melee weapon. Requires server update.
v245.5
* Fixed multiple-melee-attack bug with melee-weapons
* Made Carnivore insta-harvest take the death-inventory of the victim as well (provided the Carnivore has Collect Victim Items enabled and sufficient Inventory Weight).v245.4
* Fixed inability to Fish. Requires Server Update.
v245.3
* Fixed & Improved Ragdoll Networked (requires Server And Client update). Also re-enabled Ragdoll Death Impulse.
* Removed Fishing Rod Blueprint from Fish Loot Table and decreased Fish Loot Table Qualtiy by 33%, as well as marking certain Fish Loot Table Items to only occur at high-quality.
* Land Dinos can now do movement-blocking attacks while in Water again (Scorpion etc), but not when Falling anymore
* Fixed potential memory corruption
* Made Beezlebufo's 5x bug damage multiplier apply to Dragonflies as well (was always supposed to)v245.2
Unversioned Hotfix: Fixed Primitive+ Storage Boxes not appearing. Requires Server and Client Update, please update accordingly!
* Fixed issue with Tamed Pelagnornis disappearing. Requires server update!v245.1
* Fixed a server crash associated with Fishing
* Fixed issue where carried Dinosaurs couldn't attack
* Fixed a server performance issuev245.0
-TheCenter mega-update! (New Biomes, New Islands, New Caves & Creature Spawns, etc)
- New Official Total Conversion: Primitive+, optimized, 'completed', and packaged as Free DLC
- New Creature: Pelagornis!
- New Creature: Allosaurus!
- New Item: Fishing Rod + Fishing Mechanic!
- New Structure: Industrial Grinder: grinds items into a portion of their crafting resources, converts resources into simpler resources
- New Structure: Spiral Staircase (Stone/Wood/Metal)
- New Mechanic: Optional Hitmarkers for ranged attacks (server can toggle them, as well as client if the server allows it). Default enabled, "?AllowHitMarkers=false" to disable. Also, server crosshair is now enabled by default, "?ServerCrosshair=false" to disable. There are now client options to disable these effects locally as well.
- Building Attack/Destruction TribeLogs
- UI Option to colorize item name texts based on quality level.
- Offline Raid Protection mode now disables PIN Locking, and Structures in Caves no longer get ORP. -
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https://playrust.com/devblog-119/
Changelog:
Melee weapons now hit centre of the screen again
Pickaxe viewmodel is now the right way round
Longer crossbow deploy
Fixed patrol helicopter guns not doing any damage to building blocks
Added arrow damage type (so armor can specify separate protection values)
Structures no longer take any damage from arrows
Cupboards no longer require a huge distance from walls on placement
Cupboards can no longer be placed on foundation stairs (exploit fix)
Projectile velocity is no longer randomised (no longer causes random damage)
Projectile damage falls off linearly with distance (after initial max damage distance)
Fixed exception when shooting head protective gear that’s fully broken
Reduced shotgun buckshot headshot damage multiplier
Reduced crossbow headshot damage multiplier (now identical to bow)
Fixed rocket LOS check false positives on some building parts
Fixed missing bone ID of some animal skeleton bones (game manifest)
Changed the assigned body parts of some lower body player bones (more accurate)
Sprinting blocked while reloading Crossbow
Crossbow deploy length extended
Neck is no longer considered as a headshot
Fixed helicopter loot crates being empty sometimes
Crafting cost reduced for many melee weapons (mid/late game)
High end weapons found slightly less often in radtowns (bolt/ak)
Trash piles refresh their contents (and xp) more often
Can no longer stuff random items into loot boxes to prevent them despawning
Town sign cost decrease
Crude oil will once again spawn from oil barrels
Ceiling lights are cheaper and cast more light
Lanterns/Ceiling lights use much less fuel
Roadsign armour is more expensive (resources)
Xp from barrels is only awarded if the destroyer is nearby (no more sniping barrels for xp)
Small stash cost reduced to 10 cloth
Sentry gun unlocks at level 18 instead of 24
Lasersight unlocks at 24 instead of 25
Wood doors much more vulnerable to explosives
Resource providing ownership share increased to 50% (was 20%)
Xp gain when another player kills an animal using your tool
Doubled max XP for smashing barrels and finding loot crates (less falloff at higher levels)
Increased gathering max xp by 50% ( less falloff at higher levels )
Increased xp earn rate from others gathering wood/nodes
Fixed black graphic distortion in dungeon tunnels
Fixed some trees not using normal map properly
Fixed revz missing name plates in OpenGL
Reduced overall surface shader complexity
Reduced water shader complexity
Added new faster option for reflections (now default)
Optimised bloom: now ~30% faster
Optimised climate color grade LUT blending (5x faster)
Now disabling climate LUT blend when color grading is off
Optimised eye adaptation (2x faster)
Default water quality now set to 1 -
Nimm die Startparameter mal lieber raus.
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Weißt auch zufällig saibot,ob sie die Renderdistanz dann erhöhen werden.Da es seit Arma 2 nur knapp 100 gerendert wird.
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https://playrust.com/devblog-118/
Changelog:
New hitbox system (clothing no longer affects hitboxes)
New weapon damage model (more predictable body damage multipliers)
New projectile weapon hit detection (best-fit hit detection for reliable results)
New clothing and armor protection system (less random protective properties)
Animals now also use detailed hitboxes with damage multipliers
3rd person pre-throw animations for rock and spears
Fixed bug with eyeballs popping out when holding construction planner
Large furnace no longer placable in water
Fixed dropped weapons not changing ownership
Fixed flamethrower particles bouncing around
Small water catcher uses tap collider for +use (instead of entire object)
No more double xp from breaking objects you have looted
Added xp.reseteverything command for server owners to reroll characters
Crossbow vm anim updates
Fixed head clipping through Wolf Head Dress
Fixed base design exploit that was immune to rocket damage
Fixed rare cases where building could be blocked everywhere
Fixed an exploit to place objects though rocks
Fixed helicopter exploit using glass windows of monument buildings
Fixed water purifier interaction issues on server restart
Fixed rare AntiHack false positives from legacy code
Fixed rare AntiHack projectile verification false positive
Added server.branch convar (forces certain branch for connecting clients)
Updated EAC -