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    Brutalist Skin and more!

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    12:00am EST - It’s been one week since the update and forced wipe and the team at Facepunch is working on various fixes and new functionality.

    Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the week.


    RIP Unity

    Earlier this week, Unity (the underlying game engine Rust runs on) announced a new fee structure, going into effect next year, which would have developers pay a tax per game install. There are some obvious issues with a system like this, including but definitely not limited to, cheat creators creating install scripts with hardware id spoofers which would inflate the developer bill drastically. 

    Along with a ton of game developers, Garry clapped back at this decision on his blog. It’s not clear what, if any, impact this will have on the current game. Although, interestingly enough, Rust 2 confirmed?


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    Brutalist skin on staging

    The next upcoming building skin for Rust has hit the staging branch this week. Brutalist is a skin for the armored tier which is mainly a concrete vibe at this point. Like other building skins, this does not change anything related to stats or damage - it is purely cosmetic. Note, we have seen previous skins change in appearance after being put on the staging branch, so this is not necessarily its final form. Regardless, it looks likely this skin will launch with a DLC for the October update.

     

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    Hotfixes

    As is usual after an update and forced wipe, Facepunch released some hotfixes over the past week. Here is a summary of what was changed:

    • Server build updated from Unity 2019 to Unity 2021

    • Global Rendering disabled. Will be re-enabled in the coming days after issues identified following the patch release are resolved. 

    • Removed several F1 console debug text messages

    • Fixed mounting stackable items error on the weapons rack

    • Fixed rock_formation_medium_a incorrectly collider

    • Added a simple do_shore_drift convar, allowing for easily disabling boat shore drift entirely

    • Fixed several Homing Missile Launcher errors

    • Fixed Homing Missile Launchers sometimes being unable to target air vehicles


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    Parachute fixes

    After their introduction last week, Parachutes are getting a couple fixes and changes. Specifically, they will soon gradually introduce forward momentum when deployed. This means, instead of reaching full speed immediately, it’ll soon take 1 second. They are also working on improving the dismount to be more forgiving of collisions along with adjusting player position slightly in certain collision dismount instances. Finally, they are fixing some issues such as playing the wooden gibs sound when a parachute breaks. We expect these changes (and probably a couple more) to go live with the update in October.


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    Tutorial Island progress

    A new map, Tutorial Island, is getting a bunch of attention this week. As its name implies, this new island appears to be an upcoming place where new players can learn the game without such harsh consequences of vanilla gameplay. Based on the commits, it looks like this Tutorial Island will feature some modal UI’s which explain game concepts, along with missions to help players get a sense for how various aspects of the game works. No visuals or word on when this will be live in game, but it’s great to see some built in tools which will help players learn Rust.


    Server browser improvements

    Players looking for servers via the in-game browser may soon have an easier time as some improvements are in the works. It looks like a cached server browser is being re-implemented, ideally showing more consistent and accurate results for listing the thousands servers for the game. 


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    Other stuff

    • Removed some various debug print outs

    • Fixes to the ghost sheet costume (specifically related to parachutes)

    • Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them

    • Tweaks to global networked bases

    • Misc IO fixes to the weapon racks

    • Industrial conveyors will no longer put clothing items in the belt bar of a locker

    • Fixed locker declaring incorrect slot ranges for industrial transfers after adding the additional parachute slot

    • Some improvements to DOF incoming

    • Fixes to quarry animations (specifically at distances of over 100m away)

    • Scaling fixes to some world models

    • Fixes to shadows on certain hair styles

    • Added an old radio model to the art props branch

    View the full article

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