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Steam News19 March 201511y ago

Devblog 52

Lock Removal Maurino Berry When we removed the ability to demolish doors you may have noticed that upgrading from a key lock to a code lock requires you to destroy the door manually, going through multiple tools in the

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Full Rust update

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What changed

2 fixes4 additions4 changes0 removals
  • UI and audio
  • Store
  • Gameplay
  • Balance
  • Server
addedMaurino BerryWhen we removed the ability to demolish doors you may have noticed that upgrading from a key lock to a code lock requires you to destroy the door manually, going through multiple tools in the process - which sucked. You can now remove an unlocked lock through it’s option menu and it’ll appear in your inventory, leaving the door available for a new lock to be placed.
changedGarry NewmanVince has really worked his bollocks off on the buildings skins this week. He's set up a system, where the ground accumulates dirt around the edges. This really helps to break up the tiling, to make it all feel less block based and ground joined components. He's also LOD'd everything, so we should get some performance increased. We might not see these performance benefits just yet though. I've made a few changes on my own branch to handle the increased skin component count better, and that isn't on the main branch yet. So reserve judgement until next week.
fixedGarry NewmanTom has been fixing and polishing off the skins that were rushed in last week. There's still only 2 skins and 2 meshes (which give us the 4 faces below), but they've been fixed up and polished. This has put Tom in a better position to make more skins/heads in the future.
changedMaurino BerryOne thing I’ve noticed while playing rust is that my left pinky gets awfully sore from sprinting all the time running long distances. I added a small feature in to combat this and here’s how it works: If you are sprinting for more than 3 seconds, feel free to let go of the sprint key! Your character will continue to run as long as you’re holding the forward key. Any other movement key presses, or releasing W will stop disengage it. I think everyone will find it intuitive and most people won’t even know it’s there, and it will save us all from early onset arthritis!
addedMaurino BerryMinh has been working on adding some new gestures to players and animals, you’ll notice when someone or something takes damage they’ll perform a pain flinch based on where they were hit, not all the animals are done but this adds an extra level of visual feedback that was missing from the game.
fixedGarry NewmanAlex has re-written a lot of the underlying sound system, which probably means that the freeze when playing ambient sounds is fixed. We're assuming because we don't know for sure, but we haven't experienced any. Let us know if we're wrong!

Lock Removal

Maurino Berry

When we removed the ability to demolish doors you may have noticed that upgrading from a key lock to a code lock requires you to destroy the door manually, going through multiple tools in the process - which sucked. You can now remove an unlocked lock through it’s option menu and it’ll appear in your inventory, leaving the door available for a new lock to be placed.

Building Skins

Garry Newman

Vince has really worked his bollocks off on the buildings skins this week. He's set up a system, where the ground accumulates dirt around the edges. This really helps to break up the tiling, to make it all feel less block based and ground joined components. He's also LOD'd everything, so we should get some performance increased. We might not see these performance benefits just yet though. I've made a few changes on my own branch to handle the increased skin component count better, and that isn't on the main branch yet. So reserve judgement until next week.

Skin Polish

Garry Newman

Tom has been fixing and polishing off the skins that were rushed in last week. There's still only 2 skins and 2 meshes (which give us the 4 faces below), but they've been fixed up and polished. This has put Tom in a better position to make more skins/heads in the future.

Auto Sprint

Maurino Berry

One thing I’ve noticed while playing rust is that my left pinky gets awfully sore from sprinting all the time running long distances. I added a small feature in to combat this and here’s how it works: If you are sprinting for more than 3 seconds, feel free to let go of the sprint key! Your character will continue to run as long as you’re holding the forward key. Any other movement key presses, or releasing W will stop disengage it. I think everyone will find it intuitive and most people won’t even know it’s there, and it will save us all from early onset arthritis!

Damage Flinching

Maurino Berry

Minh has been working on adding some new gestures to players and animals, you’ll notice when someone or something takes damage they’ll perform a pain flinch based on where they were hit, not all the animals are done but this adds an extra level of visual feedback that was missing from the game.

Ambient sound is back

Garry Newman

Alex has re-written a lot of the underlying sound system, which probably means that the freeze when playing ambient sounds is fixed. We're assuming because we don't know for sure, but we haven't experienced any. Let us know if we're wrong!

Legacy Update

Garry Newman

Legacy was also updated today. Nothing to get excited about. We've just added Unity Analytics to it so we can have a definitive answer when making decisions based on Legacy player counts. There's also a bit of a fake player count fix in there too - which makes it harder for servers to fake the player counts.

The Rest

  • Added heat wave effect to furnaces and campfires

  • Increased visibility of water footsteps

  • Updated SSAO to actually be visible, turn it off tho cuz it's slow

  • You get 2 arrows per crafting session, and they are cheaper

  • 2 Shotgun Shells per crafting session

  • Made

Source

Steam News / 19 March 2015

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