• Friday Devblog 22
    7 replies, posted
[t]http://files.facepunch.com/garry/2014/August/22/2014-08-22_20-07-25.png[/t] [URL="http://playrust.com/friday-devblog-22/"]Friday Devblog 22[/URL] Excerpts (instead of pasting the whole blog): [t]http://files.facepunch.com/garry/2014/August/22/2014-08-22_19-58-31.png[/t] [QUOTE][B]Lock Item[/B] Last week we added the lock and key system. The lock was automatically added to each door. This week we decided that his should be more modular. Doors should exist, then locks should be added to them. This allows us to have different types of locks in the future. So now the lock is a craftable item, which you equip in your belt bar, aim at a door and use. This system is pretty raw right now, and will get a lot more refined over time.[/QUOTE] [t]http://files.facepunch.com/garry/2014/August/22/2014-08-22_19-27-15.png[/t] [IMG]http://files.facepunch.com/garry/2014/August/22/2014-08-22_19-30-58.png[/IMG] [QUOTE][B]Censorship[/B] I fixed players being censored even if you had trousers on.. and I added an option to toggle censorship (censornudity 1 in console). Censorship is now disabled by default. It’s a dick, get over it.[/QUOTE] [vid]http://files.facepunch.com/garry/2014/August/22/2014-08-22_19-51-32.mp4[/vid] [QUOTE][B]View Distance[/B] We increased the network view distance dramatically. For those that don’t understand the premise.. entities are only sent over the network if you’re near to them. Because it would be a waste of time sending the information about a player running around if he’s 4 miles away from you and there’s no possible way you can interact. This distance is now much much further. This means that when you look into the distance you can now see trees, buildings, fires, players, resources, animals. [B]Client Performance[/B] The view distance has has a huge affect on client performance. This is something we’re aware of, and something we’re slowly fixing. A lot of this stuff is stuff we’d need to fix eventually anyway – so it’s a great stress test.[/QUOTE] [t]http://files.facepunch.com/garry/2014/August/22/2014-08-22_20-26-34.png[/t] Caves are in, now, using the monuments system for the time being. [QUOTE][B]Unity 5[/B] We’re working on moving over to Unity 5. We’re hoping to have done this by this time next week. Before everyone gets excited, an engine upgrade doesn’t automatically make everything look and perform ten times better. So please don’t expect things to change, at all. That said Unity 5 comes with things we desperately need. A 64bit edition means we don’t have to close and re-open the editor to avoid crashing with out of memory errors. [B][U]The PhysX update in Unity5 means that we’re no longer limited to 65,000 collider objects – which means that servers won’t need to be wiped anywhere near as often.[/U][/B] The PhysX update brings faster physics too – I’m hearing more than twice as fast from a lot of people. There are other nice things. The physically-based shader means we don’t have to write our own custom shaders for a lot of things. SpeedTree support should mean that we have the best looking and performing trees in the game industry. These things aren’t something you just switch on and Unity5 only entered beta 2 days ago, so don’t expect this stuff to happen over-night. But things should get a lot more interesting.[/QUOTE]
The Caves make my mouth drool. Add a volleyball and a beard and you have your home from Cast Away.
Game still needs paths and roads
[QUOTE=PirateBay;45771727]Game still needs paths and roads[/QUOTE] It still needs a lot of things. Mostly because it's still in development.
love where they are heading with the armour:)
Unity 5 and SpeedTree. Oh yes!
I am quite dissapointed with the cave, I though it was a big cave or whatsoever, so I could build a big house inside and also, hidden :3. But well, relaxing inside cave is quite relaxing too. Currently, I dont know it is was big or not but I just dont really like it yet, I knoe they will perfecting it much more.
too bad physx is nvidia proprietary. unless garry forces it to simulate the physics with the CPU
Sorry, you need to Log In to post a reply to this thread.