Devblog 151

  • Fixed invisible LR-300 worldmodel bug
  • Flashlight lod updates
  • Crossbow world model uv fixes
  • Reduced mesh compression on weapon world models
  • Rocket launcher world model uv fixes
  • Sound creation optimization
  • Physics sounds are quieter unless the impact is pretty hard
  • Lower vertex counts on Stone & Sheet Metal tiers
  • Added multithreaded mesh batching
  • Added better profiling
  • Fixed workshop skin memory leak
  • Fixed plant material memory leak
  • Optimized workshop skin loading
  • Added “itemskins” convar to disable workshop skins
  • Made network cells more granular
  • Optimized client side plant entities
  • Fixed craft canceling sometimes losing resources when inventory is full
  • Dense bushes have an extra LOD
  • Heli always strafes with napalm if target has no TC access
  • Lowered cost of AutoTurret
  • Autoturret parts found in purple crates + towns
  • Lowered cost of flame turret
  • C4 won’t stick to Decor Deployables
  • Decor Deployables can only be picked up with TC access + hammer equipped
  • Out of Stock Vending machines show up as red on the map
  • Fish provides animal fat
  • Fixed being unable to place walls next to a metal shopfront on a triangle foundation
  • Fixed SAR buff/SAP nerf reversion
  • Fixed Harbor 2 not showing up on map

Lockers have arrived.

March 07, 2017 by Bugs
It’s a fresh week for Rust development and we’ve got some fixes, tweaks, and some exciting new convenience

when it comes to storage…

Storage lockers added

A new way of storing items has been added, and it provides a new level of convenience when it comes to storing loadouts.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time,

you simply click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents.

This will allow people to get going much quicker after freshly spawning.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality to

instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply

click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow

people to get going much quicker after freshly spawning.

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply click

the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow people to

get going much quicker after freshly spawning.

Like vending machines, they can only be placed on foundation or floor blocks. Also, as you probably guessed, lockers accept code locks just

like other storage… and it can be skinned!

Weapon tweaks

Minh and Alex have been rocking out a bunch of fixes and tweaks to weapon

weapon animations and world models.

Here are some highlights:

Crossbow world model fixed
Added new silencer smoke f/x when shooting
Tweaked the position of the muzzleflashes when a muzzlebrake is added
Tweaked the offset for the thompson viewmodel holosight
Tone down the recoil animation when firing (ADS)
Improved revolver 3rd person animations.

Fixed foliage transparency

Recently pointed out on reddit, using TSSAA would make certain bushes essentially see-thru.

bushes essentially see-thru.

Thankfully, this has been fixed on the staging branch, so it will no longer provide an advantage

longer provide an advantage after the update on Thursday.

Fixed skin memory leak

The devs have fixed a memory leak involving skins which has been plaguing people recently.

He’s also added a new cvar…

Itemskins cvar

Added by Andre today, this cvar allows clients to completely toggle off custom skins.

To try it, simply to go console (F1) and type ‘itemskins 0’

(set this back to 1 if you’d like to turn them on again).

Note: this only disables new skins from loading. If you toggle this off

while in the presence of a skinned item, it’ll still render the

skinned version.

Animal animation fixes

A few tweaks to animal animations are making it in this week, while the specifics are

unclear we can hope that this is leading up to changes in animal AI!

Other things

Fish provides animal fat
Shopfront no longer blocks wall placement on triangle foundations
More progress on animal AI branch (still on prerelease)