You can select any contact from the list and filter by category (friendly/seen/enemy) as well as assign a contact to a category. Binoculars have also received a buff, and will allow you to see a colored pip above players indicating if they are an enemy or a friend.
There is a rudimentary reputation system in the works which will very slightly shade your nametag either blue or red based on how likely you are to kill on sight. This system is a work in progress and will be expanded upon in the future. Any server can disable the contacts system with the convar relationshipmanager.contacts false The nametag system has also changed and you can now display your name plate at long distances to anyone you are looking at by using the 'wave' gesture. We hope this will allow players to avoid killing other 'friendly' players and grant the ability to signal your intentions.
As for the majority of hardcore rust players who kill everyone on sight anyway, you may as well pretend this system does not exist as it will not affect you. However for those less inclined to destroy and kill every living thing that passes infront of them. This system might help you find some like-minded players to team up with!
This was suggested on Reddit and we all felt like it was a good idea so I added the ability to colour code your electrical wires and hoses this month.
Simply hold Reload while holding the Wire Tool/Hose Tool to select which colour you’d like to use.
The current IFTTT integration does not support controlling smart switches at the moment - this is something we're looking into supporting in the future.
Along with the new models came the arduous task of updating rigs, skinning & animation.
Some animals proved more challenging than others as the updated models correct issues in proportions of the previous models, which meant changing bone placements.
Creating new controller rigs for the whole suite of animals would have increased the workload by months & also meant every single existing animation would have needed to be replaced just to get things functional.
I decided to try and force the current rigs into submission for any animation updates, although as mentioned all redundant bones have been removed. The idles took quite a while to get something natural, but are a big improvement on what we have. I've also updated walks & some runs where possible, but this really is a baseline to build upon.
I'll be looking to update more anims like attacks/cycles, and once the ai becomes more advanced we can hopefully increase their motives/goals/states and I can start to add more animations to support this. There are also current issues with some of the code-based turn movement as well which I'd really like to improve and have a greater degree of control over.
Here's the old and new animals side-by-side for comparison: