Vehicle Update

Ahoy! The first participant managed car has arrived in Rust. A motorized rowboat, with seating for one driver and three passengers, will be discovered on the shores of the island. They require Low Grade Fuel to function, and have a small storage field positioned within the bow. If left exterior too lengthy they’ll decay, so it is best to construct your self a ship home. There might be about 64 lively on a 4k sized server, so get ’em whereas they’re sizzling! You can make the most of these boats to entry the offshore junk piles added this patch.

I will not go into loopy element right here, as a result of our associates over at Rustafied.com have an excellent in-depth write up that I’d simply be mirroring, so examine them out for extra.

Point is, they’re actually enjoyable

The CH47 has FINALLY made it in sport! Take THAT, Concept Limbo!

This transport helicopter is a periodic server occasion which can seem offshore and make its approach to a delegated drop zone to resupply. Drop zones are positioned at many of the Tier 1 and above monuments, and the helicopter will orbit the world in an try to neutralize any threats (learn: gamers). After this, it should strategy the drop zone and launch its payload.

In an excellent world the scientists anticipating the provides would strategy and retrieve them, however everyone knows that is not what will occur (and it is also not applied but). The excellent news is that this leaves this safe, high-value crate up for grabs by the island’s topics. Unfortunately for you, the crate has been geared up with a high-tech locking mechanism which requires a while to disarm. Approach the crate and press your use key to start the method. A timer might be initiated and upon completion the loot might be accessible. Please be aware that the pc performing the brute drive operation is delicate and harm to it should decelerate the method.

Another factor to notice is that your map (and everybody else’s) will show an icon indicating the placement of any locked provide crates, so lock and cargo.

Boats are cool, however you recognize what’s higher? Boats which have a operate. To that finish, I’ve added some flotsam junkpiles which spawn far off the coast. You can use a ship to entry them. They’re identical to common junk piles, besides these are the aquatic kind. You may also run round on them, however for those who destroy all of the loot they’re going to sink!

My work on boats ended up being generic sufficient that I might develop it to different areas of the sport, the obvious one being participant corpses.

Now when somebody is killed in a physique of water their physique will float on the water’s floor and reply to rivers, and many others. This not solely seems quite a bit higher, however has a practical component as gamers killed on boats or in water can have their loot be accessible on the floor.

The AK47 now has elevated recoil and a barely extra sophisticated recoil sample in the course of the preliminary burst. It can be much less correct firing from the hip as a result of an elevated aimcone worth for hipfire.

After listening to some suggestions, I did a little bit of an evaluation and made a metric tonne of stability modifications by way of merchandise crafting prices. Here’s the listing:

Costs

  • Semi Automatic Pistol now has a HQM price of 4 (was 8)
  • Semi Automatic Rifle now has a HQM price of 4 (was 0)
  • All SMGs price half the HQM they used to (together with mp5)
  • Heavy Plate Armor items are half value
  • T-Shirt prices 20 scrap to analysis (was 75)
  • Longsleeve shirt prices 20 scrap to analysis (was 75)
  • Longsword crafting price was halved
  • HV Rockets price 1/Four what fundamental rockets price
  • Hide armor leather-based prices halved
  • Bolt motion rifle price decreased considerably

In addition to the fee modifications, I’ve made some gameplay modifications to varied gadgets.

Balance

  • BAR extra harm
  • Heavy Plate much less nerf
  • Shirt/longshirt extra radiation safety
  • HV rockets deal 1/Four rocket harm

Don’t you simply like it whenever you battle it out for an airdrop and get three units of Wood Armor? Me too. But it isn’t us we’re catering to right here, so I’ve made some modifications to the airdrop loot desk so that it will have much more assured “good” gadgets and means much less (none, for my part) trash.

This additionally applies to the Elite crates and the brand new Locked crate object from the Chinooks.

HV Rockets actually wanted a stability go achieved on them. I’ve modified them as much as be about 1/Four the price of common rockets as effectively, as dealing 1/Four the harm. They’re much more correct and there is much less time between firing and impression in your targets to maneuver out of the way in which. This makes it a way more viable possibility for taking out targets that are farther away, or perhaps even flying… Maybe they’re going to truly be crafted now that you need to use them to raid and never incur a pointless price penalty.

I’ve additionally decreased the price of the Rocket Launcher considerably. It now prices 50 HQM and 6 pipes (was 100 HQM/10 pipes) and elevated its sturdiness, so you do not have to fret about repairing it as typically.

Please get pleasure from!

Bullets now impression the water. Big whoop.

You know what seems like shit? When you fireplace your gun and a body drop occurs. While we had been doing a superb job with pooling particle results and sounds, we weren’t reusing the precise projectile objects. This might be notably annoying when firing on full-auto. So I added projectile pooling after which rapidly realized why we hadn’t achieved it earlier than. It broke a ton of stuff since numerous results had been both disconnecting from the projectile or destroying themselves at numerous factors in the course of the lifespan of a projectile. It took some time to determine all of it out, but it surely’s all working now and it is best to discover a smoother expertise when zerging down a unadorned on the seaside.

When Helk began engaged on the automobiles he seen a ton of issues. Vehicle motion is finished on the server, so it wants high notch interpolation and extrapolation on the shopper with out including a ton of delay to the controls. I rebooted this for gamers a couple of patches in the past, however server facet car motion was at an entire new stage by way of what it calls for from the system. So many hours of enhancements later, here’s what the motion of a helicopter now seems like on the shopper when the server is working at simply three FPS:

Notice that we did not obtain this by including a bunch of delay to the motion, as an alternative the following place is predicted on the shopper after which easily corrected when it’s acquired. It’s simple to make issues look good when the server is working completely, however as all the time in life it will get arduous when one thing isn’t performing the way in which it ought to. I’m actually happy with the consequence, benefit from the silky clean motion goodness!

We had been having some points with newly launched skins not working till after a server restart. Due to this we needed to drive server updates when releasing skins for the previous few weeks. This is now fastened, so future pores and skin releases will not require server homeowners to right away restart their server.

Long story brief, folks have been abusing the shit out of the conditional roof facet partitions through the use of them as entrances. The current enhancements to the conditional mannequin system now allowed us to take away these and add mannequin situations to partitions that change them to a triangular form when positioned subsequent to a roof. Here’s the way it works:

If this works effectively we are able to lastly go forward and implement all types of latest conditional fashions to make buildings higher wanting and extra attention-grabbing.

In addition to the brand new forests I applied with Damian (for more information see his part), there are some small however necessary world era fixes on this replace:

  • Fixed some rocks sometimes overlapping monuments
  • Fixed monument terrain mixing points (regression from terrain mix maps)
  • Fixed monument terrain carving points (falling by way of terrain)
  • Finally fastened the (uncommon) checksum mismatch on sure seeds

Particularly the checksum mismatch has been giving us complications for a very long time because it might drive server homeowners to re-wipe their server an hour after the wipe as a result of the map was damaged for some folks. This ought to now lastly be fastened as soon as and for all.

There had been plenty of efficiency points that might trigger the server to stall for something from a number of milliseconds as much as greater than a second. The majority of these at the moment are fastened, which is necessary each for automobiles and to make sure a clean expertise general.

Hapis Island has acquired some love. The purpose was to enhance numerous factors of the map which aren’t typically used, in addition to sprucing up some older areas. Here are some highlights:

  • Added Junkyard
  • Added Sewer department
  • Added Outpost B3
  • 8 New caves and tunnels
  • Updates & fixes to older radtowns
  • Updated roads
  • Better Junkpile spawns

See the change log for full listing of modifications. I look ahead to receiving suggestions and options to additional enhance the island.

I’ve been pushing our vegetation even additional than earlier than. The very first thing you’ll discover on this replace is that as an alternative of getting only one forest kind, there at the moment are two. You’ve been asking for deciduous timber to come back again, so I created one other forest kind with its personal distinctive topology. The previous forests comprise pines, Douglas firs and reddish birches, whereas the brand new ones are crammed with American beech timber and inexperienced birches. Also, temperate and tundra biomes comprise giant oaks which might be scattered throughout the fields. These modifications add a lot better visible selection and provides the sport a lush feeling that we wished to realize for a very long time.

In addition, you’ll discover that the density of timber has modified. Forests now cowl giant elements of the map and the density of the deciduous forests is sort of excessive. This makes small bases hidden among the many timber extra viable. We have additionally adjusted the areas by which forests spawn and made timber develop alongside the perimeters of lakes. All in all, this implies you may be staring much less at huge empty fields, and forests will break up the strains of sight.

I’ve additionally spent a while serving to Diogo stability his new wind-zone tech. All new timber and bushes will now react appropriately to weak and powerful winds.

Finally, as soon as all this new foliage was in, I used to be capable of look into how the whole lot blended collectively. I spent a while shade correcting all of the textures, including shade variation and balancing numerous materials settings and enhancing the billboards. I additionally experimented with including customized vertex normals to timber to enhance their shading. The outcomes had been actually good and I used to be capable of roll this out into right this moment’s replace as effectively. All these small tweaks and modifications ought to make the whole lot mix properly collectively and provides the sport a extra pleasing look.

I’ve up to date the map. I initially meant to repair the lag spike when opening it, however after fixing that there have been a couple of different issues that aggravated me.

You needed to left click on to activate the cursor, then you definitely’d be capable to right-click to maneuver round. This behaviour was left over from when you would draw on it, and was a bit counter intuitive. So now whenever you open the map your cursor might be lively and you can scroll round right away.

The map is definitely rendered from the terrain’s splat maps and regular maps, so it may be much more detailed than it was. So I performed with the shader and have elevated the element ranges.

I’ve up to date Steamworks. There’s nothing considerably up to date right here, only a bunch of smaller bug fixes.

The Hair Cap system is now dwell due to Diogo, which implies higher wanting hair, particularly when not utilizing the TSSAA anti-aliasing setting. The previous hair had a floating piece of geometry that sat simply above the pinnacle and physique and simulated wonderful element, which appeared good within the high settings, however the visible high quality massively dropped off when utilizing decrease settings. This element has now been shifted on to the Skin materials itself, letting us do element like this fade that appears rather more related when utilizing TSSAA and even no AA in any respect:

Because of the tech modifications, all head, face and physique hair has been completely reworked to accommodate. Body hair particularly ought to look means higher, close-up and at distance. No extra bizarre mangey bits! I’ve additionally added some fuzz type layer to our hair, which helps to interrupt up the texture quite a bit and make it look thicker and bushier. Hair colors and dyes now look much more pure. Another bonus of those updates is that hair lights higher now, particularly at excessive lighting angles. I’m certain many individuals have seen the hair go vibrant metallic orange at dawn and sundown; this not occurs.

I’ve taken a while fixing bugs, like physique hair clipping by way of clothes and head hair fully disappearing when sporting sure hats. Now at a minimal you may see your hair cap. I’m engaged on some extra deforming morphs so we are able to ultimately cowl all headwear, particularly for a lot used gadgets just like the Metal Face Mask which have some skins with much more transparency than the default merchandise. These require a small code change so anticipate them subsequent replace.

Since ending the brand new tech I’ve been making extra head and facial types so there needs to be fairly a bit extra selection on the market. With each new hair merchandise it should add to the pool of things, so your look will change because the pool will increase.

The main focus this month has been mountable NPCs. A big portion of the AI of an NPC is disabled when mounted, like cowl reasoning and positioning. They are usually not as chatty both. A mount level decides whether or not the seated NPC can wield a weapon, and can limit their means to look and purpose.

Junkpile scientists are enabled by default this launch. They ought to not hover barely above the bottom, and the scientists might be eliminated along with their beloved junkpile if it occasions out and sinks.

When scientists spawn, they are going to be invulnerable till they activate absolutely. If a participant hits a scientist, their response time when the participant comes into view is quicker.

A number of efficiency enhancements and bug fixes has additionally been made throughout the board for the NPCs.

Monument runs typically might be extra compelling. Until now, we relied primarily on the tiering system (map zone placement) and pockets of radiation to scale accessibility to loot.

But what if monuments had been interconnected? What if they might play a particular position within the wasteland? I’ve been engaged on methods to create a hierarchy all through our monuments. Right now you might have limitless entry to all our doorways, in all buildings. In the long run you’ll need numerous types of entry for several types of loot rooms. Here’s an instance:

You simply looted a Blue Access card from a standard scientist NPC at a junkpile. This card grants you entry to a constructing within the trainyard, however with out electrical energy the cardboard reader on the wall will not work. You get electrical energy again on by changing lacking fuses in a fusebox with one you discovered earlier alongside the street. Now the door is operational and grants you entry to an workplace room. In this place you discover a first rate quantity of loot and an intriguing Red Access card…

Amidst the opposite bigger issues this month, I began to work away on a PVE oriented monument known as ‘Compound’. This monument is a hub the place scientists regroup and maintain peace and order. They additionally promote issues by way of merchandising machines. We need it to appear like an city settlement that represents a portion of an older bigger city. Scientists walled what they might afford to defend from the wasteland.

I at present have a practical greybox of the compound and we’re transferring in the direction of producing closing artwork for it with a purpose to ship it in subsequent month’s replace.

I’ve lastly completed up the large combine go I’ve been engaged on. Hooray! Almost each sound within the sport received tweaked in a method or one other. Volumes are much more constant throughout the board. Quite a couple of sounds that felt a bit too sharp when the quantity was cranked have been smoothed out. Some older sounds received redesigned from scratch, and new sounds received added in a couple of locations. The backend of the sound system received some good workflow enhancements and some bug fixes too.

Everything ought to sound a little bit extra full and polished and match collectively a little bit extra properly now. I’m certain I’ll find yourself making a couple of extra changes after I play this weekend, and there is a handful of sounds I need to redesign nonetheless, however all in all I’m fairly proud of how this turned out.

Last month I changed our water reflections with a brief analytical answer, whereas I completed a brand new system for real-time baking of reflection probes. On this replace, I lastly rolled out the brand new code which provides us our authentic reflection high quality at solely a fraction of the fee.

Our reflections once more present solar and moon element, stars and even clouds whereas delivering a stable efficiency enchancment over the short-term answer. You can see the solar coloring and depth matching the sky correctly and a correct partial Moon reflection:

To make clear, this answer is much like what we had a couple of months in the past, besides setting reflection updates are a lot quicker than the Unity built-in system we had been utilizing.

Throughout the course of this month I’ve been serving to Damian with the required modifications and fixes to foliage shaders. The greatest problem was revamping the previous wind animation code and including new options with out breaking current property.

The procedural wind animation code needed to assist totally different wind pace and turbulence values, in addition to numerous wind sources concurrently, both world/directional or spherical/localized. For instance, it must be attainable for foliage like grass or timber to react to a helicopter touchdown and an explosion, or some other results, concurrently.

After noticing that our water shader was arduous to tweak I made some modifications to make sure that we are able to modify its params like some other physical-based materials in our world. You can anticipate some enhancements to water shading, as it could combine the remainder of the world barely higher.

Some modifications had been additionally to rivers, although lower than I’d desire, with a purpose to eradicate stretching alongside the river circulate and enhance wave normals. Chromatic dispersion needs to be much more refined now, which was making our rivers look oily. We’ll positively revisit river rendering within the close to future.

This new function began out as an expertise however advanced into a really first rate answer, ending up as a part of our baseline Skin shader. By resorting to Bent Normal Maps, mixed with common Normal Maps and a few shader magic, we had been capable of obtain very attention-grabbing outcomes. Not solely had been we capable of masks out inconceivable reflections that may in any other case be shadowed, we’re additionally capable of mitigate a number of the specular aliasing and exaggerated highlights which might be seen when utilizing common normals. Naturally we additionally added assist for static Occlusion Maps, that additionally assist darken some areas, for a extra pure look.

Note how in a different way oblique lighting impacts the neck space and the way the specular occlusion helps beneath the chin and ears:

Please be aware this screenshot was taken utilizing solely ambient lighting. No direct lighting is getting used.

While this feature is now out there in our pores and skin supplies, these enhancements in all probability will not be in earlier than subsequent month as a result of they require artist intervention.

199 April 05 2018

  • Change List
  • new

    Added Powered rowboat car

  • new

    Added Chinook Event

  • new

    Multiple seats in automobiles

  • new

    Added lakeside forests

  • new

    Added Birch, Oak and Beech timber

  • new

    Added projectile pooling (gunfight efficiency)

  • new

    Bullets now impression water

  • new

    Added server asset warmup (efficiency hiccups)

  • new

    New shopper facet entity parenting (efficiency, car assist)

  • new

    Added triangular conditional wall fashions

  • new

    Junkpile Scientists

  • new

    Hapis – Added Junkyard monument

  • new

    Hapis – Added Outpost B3 small monument

  • new

    Hapis – Added sewer department monument

  • new

    Hapis – Added Collapsed Tunnel small monument

  • new

    Hapis – Mining outpost

  • new

    Added car spawns to Savas KOTH

  • new

    Added horse meat (wants icons)

  • new

    vehicle_flipy and vehicle_sensitivity convars (unused)

  • new

    Hair Cap system

  • new

    Head and Facial hair types

  • new

    Player Corpses float on water

  • new

    Variable wind animation

  • new

    Added floating offshore junkpiles

  • up to date

    Updated ingame map to be extra detailed

  • up to date

    Map coords swapped in order that the letter is horizontal

  • up to date

    Eye Adaptation and LUTs up to date

  • up to date

    Tweaks to dynamic grass and terrain splat colors to align

  • up to date

    Re-added show of decals on static furnace, mining quarry, pumpjack & small refinery

  • up to date

    Changes to ocean and river reflectivity to be extra bodily correct

  • up to date

    Caves Spikes Trap nerfed

  • up to date

    Major community interpolation & extrapolation enhancements

  • up to date

    Updated EAC

  • up to date

    Stripped server schema refresh (efficiency hiccups)

  • up to date

    Significantly improved shading on new foliage

  • up to date

    Increased general forest sizes

  • up to date

    Big combine go over many of the sounds in sport

  • up to date

    Spawning scientists are invulnerable till activated

  • up to date

    Scientist response time goes up once they get hit

  • up to date

    Hapis – Updated Site A and B tunnels

  • up to date

    Hapis – Eight new cave and tunnels

  • up to date

    Hapis – up to date roads

  • up to date

    Hapis – Updated web site b tunnels to have radiation

  • up to date

    Updated Savas KOTH loot desk with all not too long ago added gadgets

  • up to date

    AK47 has extra hip aimcone

  • up to date

    Water reflections

  • up to date

    Temporal anti-aliasing

  • up to date

    Pubic, Armpit and Eyebrow hair

  • up to date

    AK47 has harder recoil

  • up to date

    Added Four HQM to SAR price

  • up to date

    Removed most Junk from Airdrops + Elite Crates

  • up to date

    TShirt/LongShirt further radiation safety

  • up to date

    Reduced SAP HQM price by 4

  • up to date

    Heavy Plate Armor barely much less motion pace discount

  • up to date

    Heavy Plate Armor price Halved

  • up to date

    HV Rockets price barely greater than 1/Four that of standard rockets

  • up to date

    HV Rockets do 1/Four harm of standard rockets

  • up to date

    Reduced longsword price

  • up to date

    Reduced rocket launcher price

  • up to date

    Rocket lancher has elevated sturdiness

  • up to date

    You can now analysis and craft Binoculars

  • up to date

    CCTV + Targeting Computer are stackable to 64

  • up to date

    Hide armor prices halved

  • up to date

    SMGs HQM price halved

  • up to date

    TShirt/LongShirt prices decreased

  • up to date

    TShirt/LongShirt analysis price now 20

  • fastened

    Fixed collect quantities being inaccurate on HUD

  • fastened

    Fixed NPCs exhibiting within the report listing

  • fastened

    Fixed fundamental menu solely exhibiting one buddy

  • fastened

    Fixed hitching when opening map

  • fastened

    Fixed that servers wanted a restart earlier than newly launched skins might be used

  • fastened

    Fixed well being bars not updating when buildings are repaired by way of repairs

  • fastened

    Fixed with the ability to stroll far-off whereas looting

  • fastened

    Fixed ore bonus nodes doing pointless place replace ticks

  • fastened

    Fixed subject rocks generally overlapping monuments

  • fastened

    Fixed some floating rocks close to monuments

  • fastened

    Fixed generally falling by way of terrain close to monuments

  • fastened

    Fixed uncommon world checksum mismatch on sure seeds

  • fastened

    Fixed exploits to dive beneath terrain

  • fastened

    Fixed some rock terrain changes having reverted

  • fastened

    Fixed pores and skin choice icons not refreshing till clicked

  • fastened

    Junkpile scientists not hover above floor

  • fastened

    Hapis – Fixed some out of bounds exploits

  • fastened

    Hapis – Fixed junkpile spawns on cliff edges

  • fastened

    Fixed hole in Garage door which allowed traps to be trigged by way of

  • fastened

    Fixed blueprint learn not utilizing grasp sound

  • fastened

    Fixed flame turret been set off by way of partitions

  • fastened

    Pubic hair clipping by way of clothes

  • fastened

    Broken wrists on some clothes gadgets

  • fastened

    Placement guides not exhibiting underwater wanting from above

  • fastened

    Z-fighting in stomped grass when grass displacement is enabled

  • fastened

    Particle shadowing inside caves and interiors

  • fastened

    Argument exception in movement blur

  • fastened

    Number overflow in occlusion culling

  • fastened

    Null reference exception in MaterialColorLerp

  • fastened

    River UV stretching in route of circulate

  • fastened

    Crash in terrain texturing initialization

  • fastened

    Fixed pores and skin shading when in shadow

  • fastened

    Foliage biome tinting

  • fastened

    Fixed Chainsaw chain route

  • fastened

    Fixed storage door culling at brief vary when gfx settings low

  • fastened

    Fixed thrown objs impacting car they had been thrown from

  • eliminated

    Removed workshop vote counts (Valve would not ship them anymore)

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