Devblog 146
Author: Buck Sexington,
published 7 years ago,
[img]http://files.facepunch.com/buck/2017/02/146STM.jpg[/img]
Lots of changes this week: we’ve added Flame Turrets and Tuna Can Lamps, most ammo now stacks to 128, previously visited servers should load significantly faster, rocks can now spawn with a previously chosen skin, [url=http://playrust.com/devblog-146/]and lots more.[/url] This patch will wipe all the servers.
[list]
[*]Fixed player model angles not always being broadcast properly
[*]Player models standing rotation have a 80 degree dead zone
[*]Added player ladder animations
[*]Fixed player model feet slipping on jog/run animations
[*]Fixed player model hitching when changing between looking up and down
[*]Player models look less hunched
[*]Fixed steam startup errors on Win32
[*]Removed redundant ownership system
[*]Fixed pumpkin helmet getting culled too early
[*]Optimized console system
[*]Quickcraft uses last chosen skin
[*]Double Barrel Shotgun is skinnable
[*]Satchel Charge is skinnable
[*]Spawn with rock skinned to previously chosen skin
[*]Icons in craft queue use skin icon
[*]Steam inventory resources (like cloth) are stacked
[*]Hammer guide is blue instead of red
[*]Eoka is skinnable
[*]Player skulls are named after the player they're from
[*]Fixed orientation on several 3rd person animations
[*]Ambience system distinguishes between environment types (underground)
[*]Added Cave ambience
[*]Added a way to store reverb settings in a central place
[*]Polished reverb in natural caves
[*]Minor mix tweaks
[*]Torch world model & prefab optimisation
[*]Salvaged sword world model & prefab optimisation
[*]Mace world model & prefab optimisation
[*]Salvaged icepick world model & prefab optimisation
[*]Thompson world model & prefab optimisation
[*]Double barrel shotgun world model & prefab optimisation
[*]Satchel charge world model & prefab optimisation
[*]Salvaged axe world model & prefab optimisation
[*]Semi-auto pistol world model & prefab optimisation
[*]Metal chestplate skinning updates
[*]Fixed weapons culling too early when thrown
[*]Optimized client side rigidbody distance culling of ceiling lights
[*]Fixed duplicate community and resource deposit entities in saves
[*]Removed ceiling light rigidbodies from the server
[*]Added timescale and gravity server convars
[*]Added corpses, events and dropitems server convars
[*]Added respawn_groups and respawn_populations server convars
[*]Fixed building block downgrade exploit when inside building privilege
[*]Added missing physic materials to various junkpile assets
[*]Added unique ID of attacker and target to combat log
[*]Added world caching (vastly reduced loading times)
[*]Added world.cache convar (toggles caching)
[*]Reduced serialization overhead from harbors prefabs
[*]Added collider state to dump files
[*]Removed 60 second suicide time limitation for admins/developers
[*]Disabled shell protection for ladder hatch
[*]Ladder hatch now identical to Sheet Metal Door
[*]Ladder hatch/sheet metal doors no longer vulnerable to rock spam
[*]Thrown water now equally distributed payload between objects
[*]Water Planters require less trips to saturate their soil
[*]Can only fill buckets/bottles from the tap portion of Water Barrels/Catchers
[*]Cleaver does slightly more damage and has a higher attack radius
[*]Minor constant Radiation Damage even though fully protected removed
[*]Added Wall Lamps
[*]Light Sources can only be looted/turned on/off if the player can build in that area
[*]Most Ammo stacks to 128
[*]Bone armor cost reduction
[*]Can now place lanterns on small boxes
[*]Dead plants stay around longer
[*]Can chop down plants
[*]Drastically reduced cost of exotic signage
[*]Added Flame Turret
[/list]