Beiträge von Adebar
-
-
-
v274.12
- Heavy Turrets now have corrected Repair costs (and generally, Repair Cost overrides now work for Structures)
- Repairing a Structure now leaves the "Repairing" state properly as a client
- On Turret-limited Servers, HeavyTurrets now are only hard-limited to 100 Heavies in range, to enable players to more easily replace/swap their old Turrets with Heavies. They will notify on the HUD of more than 100 overall Turrets in range, in preparation for the day when ALL Turrets will be limited to 100 in range.v274.0
- Added "Heavy Turret", which packs approximately 4 times the power of a regular Turret and has faster tracking, but uses 4 Ammo per shot.
On Official Servers, in preparation for ultimately limiting all Turrets to 100 within a 10,000 unit range, only 100 Heavy Turrets can be placed in a 10000 unit range, including ALL Auto Turrets & Plant Turrets within that range. If you wish to enable this Heavy Turret limit on your own unofficial Server, you can use these values in the ShooterGameMode section of your Game.ini:
bLimitTurretsInRange=true
LimitTurretsRange=10000
LimitTurretsNum=100(Later on, those values will also hard-limit regular Auto Turrets and Plant Turrets)
- Doubled Tek Turret Damage
-
https://rust.facepunch.com/blog/devblog-187/
Changes:
Add ability to define custom falloff/spread/spatial blend curves on a sound by sound basis
New tree sounds
Added locational armor information when hovering over player preview
Added Bulletproof Glass
Added Explosive information panel
Added Armor Information panel
Added Seed information panel
Added Weapon Mod information panel
Ensured that the save coroutine does not crash when entity serializations throws an error
Window bars inserts are thinner (improved visibility)
Removed occluder meshes from building blocks (performance, memory usage)
Removed some unused components (memory usage)
Netting has larger ladder volume to allow climbing over frames
Dud explosives fall off moving objects
Fallen dud explosives never explode on pickup
Tree Minigame X's start relative to initial hit
Tree Minigame X's rotate less each hit
Can wear bandana with Bucket/Wood/Riot Helmet
Tree Minigame X's only rotate in one direction
Fixed spinner been placed in building block areas
Fixed ghosting/trail in inventory player preview caused by temporal anti-aliasing
Fix volume jump when a sound that's already fading out is told to fade out again
Fixed Explosives thrown on other explosives not attaching
Fixed dud explosives acting as garry's mod thrusters
Fixed quickcraft lag when looting lots of items
Fixed lag from map doing processing even when closed
Bone Armor now protects legs as well as chest
Bandana and wolf headdress protection reduced
Fixed arrow protection being different than bullet protection -
In dem Video erfahrt ihr,warum WOBO solange kein Video mehr hochgeladen hatte.
-
-
https://rust.facepunch.com/blog/devblog-186/
Changes:
Failsafe for occasional stuck bush rustle sounds
Fixed song shuffling
Fixed repeated phys impact sounds when an item is stuck inside something
Fixed occasional attempts to unload music clips that aren't loaded yet
Fixed projected decals not showing sometimes
Fixed player motion blur popping when swapping LODs
Fixed beard sometimes not showing
Fixed hair motion vectors; used in motion blur and TSSAA
Fixed hair-related memory leak
Fixed TSSAA on inventory player preview
Fixed TSSAA related black sludge
Fixed TSSAA related water shoreline flickering
EAC SDK update
Cave reverb tweaks
Beenie hat deforms hair when worn
Workbench can no longer be locked
Improved TSSAA performance and reduced GPU ram usage
Trees can be knocked down by explosions
Trees yield half res during harvesting and half as finishing bonus
Added Tree Minigame
Added Falling Trees -
-
https://rust.facepunch.com/blog/devblog-185/
Changes:
Fixed flame turret been lockable
Stance recoil no longer affects xbow/bow
New nail gun sounds
EAC SDK update
New garage door sounds
Nailgun nails embed themselves in objects + retrievable
Nailgun nails no longer damage structures
Nailgun nails have larger radius (easier to hit targets)
HV Arrow is now a default blueprint
Oil Refinery is cheaper to research
Searchlight is cheaper to research
Large Medkit is cheaper to research
Miner Hat is cheaper to research
Chainlink fence/gate is cheaper to research
Prison Wall/door is cheaper to research
Double Sheet Doors are cheaper to research
Floor Grill is cheaper to research
Added hair
Improved occlusion culling; now faster, more accurate
Improved temporal anti-aliasing quality (TSSAA) -
-
https://rust.facepunch.com/blog/devblog-184/
Changes:
Added Bradly APC to Materials Extraction monument (Hapis)
Added Savas map markers
Added new icebergs and ice sheets to the arctic biome
Added medium levels of radiation to Materials Extraction monument (Hapis)
Added north and south recycler on Savas
Basic crate added to supermarket/gasstation/warehouse
New procedural map biome layout
Military Tunnels spawn 2 elite crates
Stance recoil added - less accurate when standing/moving vs crouching
Added Nailgun + Nailgun ammo default BP
Fixed various Hapis exploits
Improved skinning on player model elbows/wrists
Fixed player preview blinking backwards
Fixed shading on multi-layer materials; e.g. icebergs
Garage door sound scales with audio volume
Improved player bone scaling and skin colour variety
Updated Hapis map markers
EAC SDK update
Network encryption optimizations
Removed sand from the arctic coastline
Crates always spawn one component with 40% chance of WB item
Candle hat default BP
Metal Window Bars cheaper to research
Airdrop always drops 2 weapons + ammo, and 2 armor pieces
Disabled Halloween Content -
-
v273.86
- Implemented more parallel rendering code, boosting client CPU render performance by ~10%
v273.8
- Fixed a key performance issue with PhysX. Recommended Server Update!
v273.76
- Fixed an issue with placing structures in Structures+ and other Mods. Requires Server Updated.
v273.74
- Implemented Turret Counter on HUD in preparation for Turret Count Limiting (clamping how many Turrets can be built in an area on servers, to dramatically improve server performance). You can enable the Turret Counter HUD on your own Unofficial by changing this config property (just a HUD indicator for now, later this property will actually hard-limit the number of Turrets):
Game.ini
[/script/shootergame.shootergamemode]
bLimitTurretsInRange=trueYou can read more about the upcoming Turret Limit change here:
https://survivetheark.com/inde…crunch-109-ark-news-r602/v273.7
- Fixed INI Supply Crate Overrides working again. Also improved the system for this: Now with SupplyCrateClassString you can override a group of supply crates by including only PART of the name (rather than the full name), and any supply crates which contain that string in part of their name will be overriden. Such as overriding "SupplyCrate" will override ALL supply crates. Furthermore, you can now set bAppendItemSets=true to ADD item sets to supply crates, rather than totally overriding all their items. And you can set bAppendPreventIncreasingMinMaxItemSets=true to dynamically increase the amount of items dropped by however many additional itemsets you add ( only applies when bAppendItemSets=true ).
- Fixed an issue where pain volumes could cause infinite forces on ragdolls and lead to serious PhysX issues (overly expensive collision, lack of collision, etc). Requires server update, recommended update!.v273.692
- Fixed downloading Dinos beyond a Tribe or Player's personal Tame Limit, and fixed an issue where you couldn't download Dinos on PvE servers.
v273.68
- Fixed a collision issue with chairs. Requires server update.
v273.67
- Protected against an issue with Recipe Crafting and applied retroactive detection. Requires server update.
v273.64
Unversioned Hotfix: changed Plant Species Y collisions to properly receive projectile impacts.
- Changed Tek Teleporter "public mode" toggle to only be available for Tribe Admins.v273.63
- Fixed issue in prior build where players could see and fast-travel into other Tribe's beds. Requires server update, Recommend servers upgrade to this version
v273.62
- New server options to auto-unlock specific or all Engrams (all Engrams will also use the Engram level Override settings, if any):
Game.ini[/script/shootergame.shootergamemode]
EngramEntryAutoUnlocks=(EngramClassName="EngramEntry_TekTeleporter_C",LevelToAutoUnlock=0)
EngramEntryAutoUnlocks=(EngramClassName="EngramEntry_Bola_C",LevelToAutoUnlock=3)OR
[/script/shootergame.shootergamemode]
bAutoUnlockAllEngrams=true- Tek Teleporters now have an "Enable Public Teleportation" toggle option, which allows any team to teleport with them. Only "public" Teleporters will see other "public" Teleporters on the minimap (as well as any non-public Teleporters of that player's Team).
v273.6
- Fixed Character-destruction Inventory Bags to drop at the character's location if can't find ground underneath, so that loot items aren't lost
- Fixed Plant Species Y to passively lose HP over 30 mins (as originally intended), made them and all traps not placeable within small range of another trap (as originally intended), made Species Y trap apply piercing damage to victim
- Changed Structure encroachment check logic to do a solid trace between encroachment points, prevents getting Sleeping Bags wedged in places they shouldn't fit
- Daedon no longer heals Titanosaur
- Fixed a way to get unconscious players under-the-ground
- Fixed invisible grapple wall on TheCenterv273.2
- Optimized spatial partition logic for large-worlds (i.e. Ragnarok) to boost server performance.v273.11
- Can no longer attach floating structures when on a flying dino platform.
- Dropping Inventory-deposit structures onto platform saddles now counts them against platform-tame limit.
- Fixed some cases of Turrets not properly shooting players.
- Fixed some cases where Beds were causing collision glitches.
- Can no longer place Beds onto Pillars, was causing issues.
- When a player is chained to a Seating Structure, fixed removing handcuffs through Inventory to properly unseat the player.v273.0
- Added the capability to "Lay On" Simple Bed and Modern Bed (2 people on Modern Bed). If you log out while laying on bed, you'll remain in sleeping pose on the bed even when you log-out, and will stay on the bed even while it moves on a dynamic platform. (You can still be damaged and killed when on the bed).
- Added the capability for another player to "Lock" handcuffed players to Seating Structures (including Chairs, Benches, Beds, etc). When locked to a structure, the handcuffed player will appear to have a cable connecting them to the structure, and be forced to sit on the structure. This state persists across logging out as well. Another player can also "Unlock" you from the Structure, or remove the handcuffs. Chairs within Cages are thus very useful for transportation of prisoners.
- When handcuffed, Poop now is forced directly into Slot 1. Prisoners can consume it rapidly as it builds up to attempt suicide.
- Fixed saving/loading of Lamp Post Light intensity value. -
-
https://rust.facepunch.com/blog/devblog-183/
Changes.
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Fixed client bone follower performance regression
Fixed some visual issues with the halterneck
Fixed permanent Debris Field markers
Fixed BoneFollower 1 frame delay
Fixed AutoTurret server lag
Garage door frame block
Added Scarecrow deployable
Added network encryption (enabled by default)
Added encryption server convar (0-2 for various protection levels)
Added Halloween Collectables
Added Skull Fire Pit
Replaced the ladder leading to LS roof with walkways
Optimized network stream read / write
Optimized network RPC parameter handling
Optimized network queue iteration
Optimized server logging
Optimized server garbage collections
Double shotgun deploys quicker
Wall Netting cheaper + default BP
Item drop chances equalized for each tier -
Official Alpha 16.4 Release Notes!
Changed
Reduced walk weapons sway and bow sway
Forge input now has a timer indicating how long until the current item is finished
Players now trigger sleeper volumes from further away to avoid spawning seen by the player
Put fix in place to skip corrupt sleeper volume savegame data.
Some general improvements to zombie jumpingFixed
Sleepers spawning in front of players as they are breaking into building
Grass is getting snow cover inside buildings
Snowpack shadow regression
Solar cells won’t show on trader refresh.
Red Mesa elevator shaft stability fix and other improvements.
Turrets play double sounds for clients
Roads generating as Clay, Dirt, Gravel and Sand
Land Claim does not prevent placement of minibike chassis.
SI Exploit for Rock Prefab
Zombies don’t seem to be attacking animals
Dupe method “destroying container”
Duping with 2 people using containers
KeyNotFoundException for sleeper volumes
Problem that particle for paint brush was never removed and slowed down the game
Fatbelly (sleeper spawn trigger) should not go vertical
Sleeper volumes are not being restored properly
Gamestage calculates offline days as survived days
waste_rubble_bldg_07 sleeper spawning after POI is cleared
OSX: Camera view jumping after interacting with containers
Sleepers that die while laying down shouldnt stand up
Bear animation is jittery when the bear turns
Snakes are fire proof
Block 614 sucks player into it
Wire Tool wire disappears when switching tools after first time use
Zombies cannot climb or break New 3D Ladders from the back side
ArgumentException when trying to continue a game
Savegame Crash: EndOfStreamException: Failed to read past end of stream.
Zombies sometimes clip into the ground and blocks when they jump
LandClaimOfflineDurabilityModifier
Force quiting the game when in respawn stage results in loss of crosshair etcKnown Issues
Onscreen keyboard is only available if you start the game from Steam’s Big Picture Mode
Smell is not working with the new stealth we will revisit it in a17
GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
Farming of crops other than yucca and hops affects performance
Precipitation and cold temp going through windows, glass blocks, doors, and hatches
Excessive use of trigger plates may cause servers to lag during hordes.
Gore block dup -
-
https://rust.facepunch.com/blog/devblog-182/
Changelog:
Player's foot now uses IK to align to surfaces properly.
Optimization. Reduced resolution of dozens of environment textures
Updated player models
Updated player preview
Item description updates and fixes
Bear rug, Rug and Table can no longer be picked up when building blocked
Bear rug, Rug and Table requires hammer to be picked up
vm hatchet update
Disabled server backups by default (add +backup startup parameter to enable)
Python requires tier 2 workbench
LR300 fire rate increased 10%
Reduced water reflection gaps
Reduced shadow from weapons carried on the back onto viewmodel
Ladder hatch requires tier 2 workbench ( green crate spawn)
Hapis Island exploit fixes
Two sided hanging sign & landscape picture frame unlocked if player has Steam Item
vm bow aiming issues
vm weapon attachments now positioned correctly
Fixed some skins not unlocking parent items (boonie/bandana/cap)
Fixed water reflection related shader errors on OSX and Linux
Fixed shadow cascades sometimes ignored when switching quality
Added BBQ deployable
Added network encryption (currently disabled)
Added hair items (admin only) -
-
https://rust.facepunch.com/blog/devblog-181/
Changelog:
Upgraded to Unity 2017.1.2
Added debug.log convar to toggle log output
Miner / Candle Hat provides protection
Caves have a good chance of spawning stone tools
Added toggled map grid coordinates (off by default)
Added Debris Field marker on map when heli/bradley is destroyed
Boonie/Bandana/Cap provides minimal protection instead of none
Miner hat has emissive blinding flare
Added radial map marker (mod support)
Pickaxe vm - Fixed hands intersecting when aim running
Fixed launchsite exploit allowing to hide in the wall
Big cleaver vm - Fixed hands intersecting when aim running
Satchel charge wm- Fixed wrong texture appearing when thrown
Satchel charge vm - Fixed arms clipping when thrown
Beancan grenade vm - Fixed arm clipping when thrown
Bone club vm - Fixed popping from throw cancel to idle
m249 vm - fixed arms clipping at max FOV
Fixed packet exploit to bring down servers
Fixed stone ore scarcity
Sawnoff shotgun vm - Fixed arm clipping at max FOV
Fixed indoor shadow issues introduced by viewmodel shadow chan
Fixed missing viewmodel shadow feet
Fixed node hotspots invisible during med-high fog
Fixed some water reflection artifacts
Fixed not being able to pick up items outside of any TC
Fixed Vending Machines not displaying if item for trade is a bluepri
Fixed Steam Inventory Items not unlocking their blueprint
Miner hat no longer emissive to other players when switched off
Fixed workbench status everywhere exploit
Fixed candle hat having a 30m light radius (!)
Fixed peacekeeper turrets not firing
vm hierarchy and folder structure
new vm arm mesh
All viewmodels set to use base mesh vessel, all anims contain ani
Bow vm - anim tweaks
Salvaged axe, hammer & icepick vm - Removed attack2 lerping bl
Water jug vm - removed static left hand in view when thrown at m
Sawnoff shotgun vm - Removed wobble at end of deploy anim
Ak47 vm - Updated base pose, transition additions
Increased speed of outro anim blend on ironsights
vSupply signal vm folder restructure
Only allow drinking when water has certain depth
Improved water intersection test performance
Added process memory usage to system info
Tweaked high external wall and gate deploy volumes
Reduced scrap tier of many decorative items
Can now pick up research / repair benches
Broken items now have a minimum recycle yield of 10%
Items now remove attachments/ammo when recycled
Sewing kit is made of less rope (less recycle yield)
Lantern and Tuna Can Lamp provide more light
Lantern costs 25 Metal Fragments (was 40)
Less fuel / hqm in caves
Small/Medium wooden signs default blueprints
Stone Spear default blueprint
Workbench radius tripled
Workbenches can be rotated with hammer
Radsuit leaks small amounts of radiation at NPP/LSR
Lowered HQM yield from heli/bradley gibs
Satchel has slightly less chance to be a dud
Flamethrower Requires Workbench Tier 2
Hoodie/Pants require 75 scrap to research ( Was 250 )
Snow Jacket/vagabond more common and much cheaper to make
Elite crate spawns half as much stuff
Elite crates spawn every 2 hours instead of 20 min at LSR
Bradley drops elite crate loot
Cluttery deployables drop as blueprints instead of full items
Bradley begins healing much slower
Bolt rifle vm - removed unused anims