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

    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=true


    You 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 TheCenter


    v273.2
    - 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 jumping


    Fixed

    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 etc


    Known 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


    Quelle: http://7daystodie.com/alpha-16-4-patch-is-out/

    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