RustForge Sign Painter · published · build 21692584

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.
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.
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.
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+.
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%.
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.