In-game event

RustForge Patch Notes - Version 3.7.3.2 "The Stability & Persistence Update!"

RustForge Sign Painter · published · build 21692584

Transmission from RustForge 🎙️

Reliability is the focus of today’s update! While previous versions focused on the "how fast" of painting, Version 3.7.3.2 focuses on the "how fast can we safely go." I’ve implemented a new Input Stability Buffer (Safe Mode) to protect your art from frame-drops and network latency. Additionally, the long-requested AutoSave System is now live, ensuring that even if your game crashes or a server restarts, your masterpiece is never lost.

Patch Highlights

  • Input Stability Buffer (Safe Mode): A new synchronization layer between mouse movement and clicks to prevent "striping" and "tearing."

  • Persistence Saving Engine (v1): Introduced an AutoSave system that tracks your painting state, canvas coordinates, and Adaptive Palette data.

  • Widescreen & Aspect Ratio Overhaul: Reworked screen space math to natively support non-standard aspect ratios.

  • Real-Time Reprocessing: Settings changes now trigger an instant image re-render, eliminating "stale" palette data.

  • Help UI Standardization: A complete overhaul of all information windows with clearer instructions and high-contrast formatting.


Balancing & Logic

The Input Stability Buffer (Safe Mode)

The Problem: High-latency servers, low to mid range PC's, or ultra-wide resolutions can sometimes cause the game engine to miss a "Mouse Up" command, leading to "ghost lines" or "tearing."

The Fix: When enabled, this adds a micro-synchronization buffer. It ensures the game client has fully registered the mouse position before the brush touches the canvas. Recommended for anyone seeing "skips" at high speeds.

Persistence & AutoSave

How it Works: You can now define a Row Interval (e.g., every 10 rows). RustForge will then write your progress to a local session file.

  • Palette Persistence: The AutoSave now stores your unique Adaptive Palette. When you resume, RustForge knows exactly which custom colors were being used.

  • Stability: This fixed a bug where stale palettes from previous paintings would sometimes persist after a job was finished.

Performance Optimization

Screen Metric Caching: Previously, RustForge calculated screen metrics inside the painting loop. By moving this to a cached state, we've reduced CPU overhead even further, allowing for even higher stability at "Turbo" speeds.


Speed Profiles (Standardized)

Setting

Delay

Best For

Normal

20ms

Maximum Stability / 60 FPS or lower.

Fast

15ms

Mid-range PCs / Steady 60-90 FPS.

Fastest

10ms

High-speed accuracy / 90-120 FPS.

Turbo

5ms

Experimental / High-end PCs & 144 FPS+.


Fixes & Quality of Life

  • Widescreen Support: Fixed coordinate rounding errors on 21:9 and 32:9 monitors. (Note: In-game UI Scale 1.0 is still required, and this may still cause issues or bugs until it's fully fleshed out).

  • Windows DPI Scaling: I've identified that "Non-Standard" Windows DPI scaling (e.g., 125%, 150%) can interfere with coordinate precision, leading to specks or tearing. For the most stable experience, 100% Windows Scaling is recommended.

  • Stale Data Fix: Reprocessing now triggers automatically when saving settings, ensuring the preview window matches your current configuration.

  • UI Refresh: All "Info" and "Help" buttons now feature the new high-contrast centered layout for better readability mid-game.

  • Palette Cleanup: Fixed an issue where Adaptive Palettes wouldn't clear properly after a painting reached 100%.


📈 Known Issues

  • UI Scaling: While widescreen is now supported, changing the in-game "UI Scale" slider away from 1.0 will still cause coordinate offsets. This remains a requirement

  • Windows DPI Scaling: If you are experiencing "pixel drifting" or "tearing" despite having a stable FPS, check your Windows Display settings. Scaling values higher than 100% may cause rounding errors in the mouse math.

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