Rivers match ocean Fogged rivers and lakes Fixed phantom playermodels Added SaveList diagnostics to dump command Fixed NRE when using give commands Fixed EAC errors Added in game bug reporter (F7) Added grass.displace (1|0) Fixed pool sometimes not setting recycled pointer to null Reduced the likelyhood of being kicked by VAC timeouts Improved SQLite performance Fixed doors not shutting clientside on first use Improved AI performance, allocations Added network cache (better server performance) Added bullet ricochet sounds Added small stash dig sound New construction sounds Added building upgrade sounds Added large wood gate sounds New melee cloth impact sounds New melee grass impact sounds Salvaged icepick deploy sound polish pass Super distant gunshot sound polish pass Rock sound doesn’t sound as much like a landslide New survey charge sounds Console text only refreshes if the console is visible Console receives messages that have been logged before it has been opened Ambient sounds load in a background thread Fixed random “Look rotation viewing vector is zero” warnings Fixed DDraw shader (old one was deprecated in Unity 5.2) Fixed foundation pickaxe exploit Fixed rocket and grenade damage against structures LOD grid no longer logs errors when objects move their cell Switched building colliders to the new, more accurate collision system Added prefab preprocessing step to loading screen (prefabwarmup 1|0) Fixed mining quarry / pump jack sounds not turning off properly Fixed mining quarry / pump jack sound pitch modifiers not being applied Fixed radiation overlay never stopping its most recent sound Fixed barricade / spikes / compound wall damage trigger effects Fixed barricade placement on terrain being a pain in the ass Fixed lantern sound errors Fixed lantern spawning in the lit state Fixed various sound issues when using prefab pooling Fixed various sound issues related to voice limiting Fixed grass hovering slightly above ground Fixed forest grass texture stretching Fixed supply signal effect instantiation errors Fixed sound template serialization errors Fixed various inaccurate building deploy volumes Fixed building part rotation exploits Fixed foundation cupboard exploits Fixed server side batched colliders not refreshing after building part rotation Fixed client not updating building block grades / protection properties locally Fixed various building stability weirdnesses Fixed furnace light shadows not fading out Fixed potential NREs in server RPCs Fixed trees being impossible to gather from if not standing at their base Fixed certain situations that could spawn incorrect decals / particles Enabled server side collider batching by default Switched server side line of sight / distance checks to the entity API Added mesh batching to pumpjack and quarry Added diagnostics to server spawn handler report Added socket mod names to the socket placement fail messages Added test radiation zone to CraggyIsland Fixed server DDOS by creating RPC errors Fixed stability not always updating when placing new blocks Added seasonal lanterns Updated EAC Invalidate network cache properly when looting server.save ccommand does a clean save (skips caching) Server shutdown saves skip caching Moved F2 options menu to main menu Added shadow settings to options menu Fixed UI disappearing after pressing F4 or F9
I’ve noticed a steady flow of traffic for some time now, and I wanted to go ahead and put some tools together to make rustz a more functional website. First off is uniform SSL/TLS. Yay!
Second is you can now sign up through the following link for subscriber access:
Depending on how you applied, A rustz administrator will need approve access to our forums manually after you sign up. If you are “cold applying”, you might go through a bit more scrutiny before you are given forum access.
In order to avoid a cold application, simply join the rustz.com steam community, and contact one of the administrators online through the community. Maybe you could even our join our Teamspeak.
Finally, the link to our forum is located on the sidebar, or on this convenient link:
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Added server side collider batching to work around the Unity collider limit Roof blocks are cheaper Roof blocks are tougher Fixed some effects not being recycled Fixed ragdolls not inheriting effects (blood disappear on death) Fixed effects dying when target object was removed Fixed arrows being almost impossible to fire through window bars Fixed cliffs never switching to lower LODs NPCs die of starvation more Completely reworked entity visibility queries, fixing various issues along the way Server time warnings show whether it was caused by a garbage collection Server console show garbage collection count Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds Added pooling support to all LOD components Optimized dynamic memory allocations when refreshing grass meshes Objects created by the protobuffer system use a pool Protobuffers write directly to the network stream, instead of creating a byte Fixed being able to loot a corpse from far away Increased calorie consumption Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds Hammer - smoothed out anim speeds Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot SMG - dryfire fix Salvaged sword - fixed snapping on hit reactions Bean can & f1 grenades - Added hold state & anim while aiming Fixed query throttle not working Sound volumes use a scale that is closer to how humans hear Set up third person reload sounds again Toned down wounded heartbeat sound Gunshots and explosions duck other sounds slightly Rocket flight is audible from farther away First pass at silenced gunshots New thunder sounds New door impact sounds New tree impact sounds Bush rustle sound tweaks Calmed reverb tail wander on gunshots and explosions down a touch Sound templates are pooled Arrows, spears and sign world models gibs Auto saves are every 10 minutes instead of every 5 Developer 1 only works if you're a developer/admin Updated EAC Errors/Exceptions are highlighted red in the server console Errors/Exceptions on server log the stacktrace too Improved gib performance Impact effects now get the exact terrain material at impact (sand, dirt, …) Added correct AI obstacle shapes to building pieces Fireballs use better sound balancing (client side performance) Run the garbage collector in the loading screen (join, respawn) Added deploy volume that uses the newly added unified entity OBB Clamp AF between 1 and 16 (fixes silent errors) Fixed crash in status console command Fixed building stability issues caused by collider batching Fixed entity collision event not resolving batched colliders Fixed water level test for entities with zero bounds Fixed terrain alpha cutoff range being too far away Updated CraggyIsland (dev test map)
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Upgraded to Unity 5.2.0 Fixed various mid-gameplay stuttering issues (some improvements require 64bit) Updated how we define ironsights to be more accurate Can wear hats with bandanas Added holosight weapon mod Unified viewmodel FOVs Can drop weapon attachments on weapons to equip Weapon slots shown on icon Weapon attachment sounds when attaching Fixed allowed to put any item inside weapon slots Fixed signs sometimes having no image Weapon attachments now lose condition Admin give commands can take a partial item name Fixed weapon attachments disappearing after walking a long way Fixed NRE disconnect in NetworkDestroy Fixed a condition where the player could get stuck in a wounded state Added admin.mutevoice Added admin.unmutevoice Added admin.mutechat Added admin.unmutechat Fixed arrow disappearing in bow viewmodel Fixed pumpkin falling through world Show last death info on server join (if there is one) Fixed death screen sometimes not showing Added indexes to databases Fixed menu music playing over loading music Added global.streamermode <0|1> Improved screen overlay shaders (normal mapping, dynamic lighting) Improved deferred decal system (ambient light, reflection probes, emission maps) Improved non-authoritative client side projectile prediction Fixed projectile tracers ending one frame too early Added flags for client side effects and attacks to projectiles Disabled small furnace smoke because it looked weird Added memory usage/garbage collections to perf 2/3 Made building LOD switches more accurate Increased the LOD and batching grid size (faster LOD refreshes, less draw calls) Fixed certain far objects being temporarily invisible between spawning and batching Optimized UI event system (saves 1-2ms per frame) Fixed airdrops being allowed to drop on powerlines Wood type gate ingame Improved external wall stone visuals/barbwire on top deals damage You can do "spectate @" to spectate non player entities Fixed beartrap looking unarmed when it was armed Fixed opening chat when typing in the console Fixed holdtype could be wrong on initial encounters
Facepunch is moving to a two week update schedule.
New SavasIsland_koth no-build map Hapis Island finally spawns barrels again Improved large furnace VFX Improved small furnace VFX Added frosty breath when temperature drops Lowered field rocks Reduced waterside rock scale Tweaked per-biome forest shape, size and frequency Cliffside topology (to be used for new object spawns) Support for empty topologies (relevant for custom maps) Wood barricades can be penetrated by certain rifle bullets and shotgun slugs Twig building parts can be penetrated by all bullet types Increased health of twig building parts from 5 to 10 Reduced the penetration power of arrows and throwables Improved sky reflections Smoothed server/client time sync Censor shader no longer falls back to a black rectangle on low shader LODs Server events like the airdrop are no longer always triggered after a server restart Added weapon attachment: Silencer Fixed muzzle flash positions on some weapons Fixed worldmodel collisions for some dropped weapons Spectating first person now views through target's eyes Pressing F4 will take a screenshot with and without the HUD Pressing F9 will take a screenshot 5x your resolution (buggy as hell tho) Fixed player eye brightness Raid camera automatically hides the HUD and has smoothing Tweaked viewmodel aiming to reduce jitter at lower framerates Fixed dropping blueprint on item sometimes combining/stacking them
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