Media Summary: Shading Revamp Progress This week I went on to test and fix a bunch of integration issues introduced by the new physical-based ... Player Preview Animations Continuing with player anim feedback ideas. I went back to the player preview animations I concepted ... Grenades ANDRÉ STRAUBMEIER Grenades felt horrible. They still do, but a bit less so. I increased their friction so they don't ...
Rust Devblog 160 2 - Detailed Analysis & Overview
Shading Revamp Progress This week I went on to test and fix a bunch of integration issues introduced by the new physical-based ... Player Preview Animations Continuing with player anim feedback ideas. I went back to the player preview animations I concepted ... Grenades ANDRÉ STRAUBMEIER Grenades felt horrible. They still do, but a bit less so. I increased their friction so they don't ... Beretta Viewmodel Animations I rigged up, animated, and added sound FX for the Beretta viewmodel. As with most exploits, they usually come from FacePunch forgetting to change one thing or another, these exploits come in the ... Blood Started work on the blood effect system. Basic decals for entry/exit wounds are in. Blood spurts are working, but there is still ...
Auto Turret I've been working on an auto turret, which should help defend your base from offline raiders. As with everything we ... SandBag Impact I made a sweet little sandbag impact and decal set. Viewmodel Animations This week, I managed to go through the m249, semi-auto rifle, SMG, revolver and a few other weapons ... I also worked on some minor animation stuff: Tweaked the turn in place animations Added special fx to the swimming animations ...