Water catchers, UI tweaks, and preparations for mining.
They come in two flavours, the mini (above) and the max (below).
You've probably already realised that we don't have any rain right now. You're right -- we don't -- and this update doesn't introduce any. And it doesn't operate differently in different biomes. This is all planned. Don't worry, we're not idiots.
You can replenish the fuel by dragging and dropping it onto the hat's icon in the inventory menu.
Next week my helping hand is required on a different project. If I find the time I’ll also get started on the weather system for Rust and add the new draw call batching system to spammy deployables like barricades. We’re also nearing the second half of the month, which usually means I assemble a list of changes for the next wiping update and therefore the next iteration of the procedural world generation.
Finally pulled the trigger on that native water simulation. Ended up about 8x faster, keeping that's CPU cool.
I also took some time to improve shoreline wetness, which is now also possible on any object that uses our standard shaders. You’ll start seeing wet rocks as soon as artists start enabling the shore wetness flag on objects touching the water. Still needs work, however.
We now can have multiple water instances as well. They can also be rotated which is very useful for lakes, swamps and puddles. I didn’t have enough time to get Hapis Island’s lake using Water2 before this update, but I’ll have it up by tomorrow on the development branch.
Next week: More water quality/LOD options and control. I’ll be fixing some precision issues and removing underwater shine closer to the waterline, adding some foam, removing SSAO on top of water, and getting started on rivers.
Next week, more armour.
As for base defence, I’ve been exploring automated turrets so players have a way to better defend their bases when they’re offline. Maybe they could utilize the existing guns?
I started to work on our new windmill right away, and it should be ready for implementation next week.
Lots of icons this week. I made a new icon for low grade fuel and a new jerry can for mid-grade fuel, 2 water catchers and the icon for the quarry, which is probably the fiddliest one so far.
Also our painting system could be used on these to let you custom paint your armour to however you like it. Next week I'll be continuing on with this until it's ready to be taken to 3D, and then onto something else to wear that provides a function, maybe ghillie suits or something similar?