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Humanoid NPC’s

After adding simple human bots last week to help with his recoil and gunplay changes, Helk is improving on the functionality of these humanoid NPC’s. He’s set them up to navigate the terrain (via navmesh) and also gave them the ability to use weapons. Although they are currently just tools for development, it is possible these NPC’s could be added into gameplay in some capacity in the future. 


Better skin loading

Andre has added a new convar, skinwarmup (on by default), which waits for skins to be fully downloaded prior to joining a server. This hopefully reduces hitches in the game due to the on the fly load of workshop skins. Along with this, he's added a console command to show details of loaded skins: workshop.print_skins.

 

Foliage improvements

Andre is working on some updates to the foliage system. Although some of this is still disabled, it looks like we’ll be seeing some changes to the vegetation of the Rust landscape in the near future. So far he has randomized scale and tinting along with adding a smooth distance fade out to this new foliage.


Shader stuff

Diogo is continuing his work on shaders, including the exciting new hair shader mentioned in the dev blog last week. So far he’s implemented a couple fixes, along with improving the shader source cache handling for better performance.


Hapis improvements

Petur is still trucking along on the next round of enhancements to Hapis. He’s completed more tweaks to the new desert area and added a fresh oasis area to the map. No visuals on this yet as it’s still in a separate branch - expect more info in the coming weeks.


Other stuff

  • Consumable items try to go straight to belt when picked up
  • New dropbox submit sound
  • Barefoot footstep polish
  • More work on new music
  • maxrpcpersecond default value changed to 200
  • Contact shadows added to options menu (looks sexy on grass)
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