Now in 5 you get a bunch more options for sky, equator and ground ambient. This works really well with Andre's sky system.
In game this leads to more natural, softer looking lighting.
            <a href='http://playrust.com/friday-devblog-23/ '><img src='http://files.facepunch.com/garry/2014/August/29/2014-08-29_18-59-35.png'></a> We've ported the game over to Unity 5.
Now in 5 you get a bunch more options for sky, equator and ground ambient. This works really well with Andre's sky system.
In game this leads to more natural, softer looking lighting.
            
There was a lot of talk about not being able to find animals. That was because they only spawned in forests. Now they all spawn equally across the entire map.
This is obviously something we'll bring back further down the line.. but for the sake of testing and baseline they should be more readily available now.
            
There were issues when spawning though. These still exist to an extent but now they're manageable. Half of the problem is that when you spawn into the server you're being sent information about every player that has joined the server whose body hasn't been destroyed. Right now if you join you're being sent 11,000 sleeping players, which you then spawn. Unity's prefab spawning stuff is notoriously slow. Things have got a little better in 5.0.. but it's still going to take a few seconds to spawn 11,000 players.
That said, the whole point of this was to identify potential problems. Now we know them and we can look into potential solutions.. like spawning things that are closer to you first, then slowly spawning everything else over a number of frames. For every problem there's 100 clever solutions, this is why we love what we do :)
            
            
He's also done a pretty swish concept for the stairs