Rust Marque Logo menu
add_circle

Features

  • New player model
  • New player animations
  • Upgrade to Unity 6
  • New Navmesh (default disabled)
  • New Attire: BDU Shirt
  • New Attire: BDU Pants
  • New Attire: Ballistic Helmet Armour
  • New Attire: Ballistic Vest Armour
  • New Attire: Ballistic Leg Armour
  • New Weapon: M16A2
arrow_circle_up

Improvements

  • Re-skinning electric components and storage boxes will now nicely adjust connected wires / storage adaptors
  • Optimised the HUD UI
  • The item and vehicle F1 tabs last open category now persists across sessions
  • Improved the skin viewer, added a button to preview tools/weapon in hands
  • Added a button to teleport to the associated entity on UGC entries in the admin panel
  • Added global.teleport2entityid command
  • Added confirmation popups when deleting loadouts and copypastes files
  • Added a warning popup when you're about to override a bind from the keybind menu
  • Better support for non QWERTY keyboard layouts
  • Can now refine the position and rotation separately in the Demo shot editor
  • Workbench range upgrade now also boosts comfort range
  • Added Weather.rain_grace_period convar to control how many hours after a wipe before it can rain
  • Optimisations for mission objectives which have dynamic objective markers for moving target entities - now runs faster and clientside rather than serverside
  • Must now use the spraycan to change deployable button colour, making it consistent with other colour changing entities
  • Last applied button colour is now remembered for when deploying the next button
  • Button colour change menu now shows the currently applied colour
  • Rewrote Facepunch.Pool to be more efficient in high-contention scenarios. Can spill objects when almost full during high contention. To revert back to original pool use pool.usemutexpool 1.
  • UsePlayerUpdateJobs 3 - skip NetWrite preallocation, can save 0.6ms on busy frames
  • Added PlayerModelBenchmark scene - spawns 100 naked player models and tracks various rendering stats
  • Removed or amortised about 20 different sources of allocations on the server
  • Improved scaling of the new F1 menu on smaller resolutions
  • Improved the debug.drawcolliders command to support all colliders and have different colors for different layers
  • Added a spawn.reset_groups debug command
handyman

Fixed

  • Fixed not being able to connect electrical wires from the surface to caves
  • Fixed lunar wall dividers all named Wall Divider Pack
  • Fixed the ice throne showing as Ice King Pack
  • Fixed BBQ skins having different icon
  • Fixed diving hazmats named Abyss Pack
  • Fixed DigitalClockAlarm pooling issue
  • Fixed wire isolation not working on player boats
  • Fixed auto turret not targeting players mounted to chippy machine, at some angles
  • Fixed chippy arcade sprites looking all blurry
  • Fixed console not adding sv in front of server command when using the arrows to navigate through autocomplete
  • Fixed copypaste names not being truncated in list view
  • Fixed not being able to connect a wire to a door controller when the door is open
  • Suppressed all the shader error/warning logs on server startup
  • Fixed wiretool connection rejected by the server in some cases after clearing previous connection
  • Fixed wallpaper skin picker not showing the default skins
  • Fixed BatteringRam.DamageEntities NRE
  • Fixed torch fire effect texture compression artifacts
  • Fixed console input field being confused when navigating through the command history
  • Fixed binds being overriden on game startup for non QWERTY users
  • Fixed binds menu showing the wrong keys for some actions (Mouse0 and Mouse1 showing from Primary Attack)
  • Restored "Get Premium" button on the connect modal when looking at a premium server when not having premium
  • Update our text package, fixing a bunch of errors caused by TextMeshPro
  • Fixed the Refine Shot option in the demo editor not applying DoF
  • Fixed not being able to access workbench inventory with ‘server.useLegacyWorkbenchInteraction’ enabled
  • Fixed bandage and medical syringe viewmodel animations persisting after being holstered
  • Fixed bandage and medical syringe sounds still being audible after being holstered
  • Fixed grenade throws sometimes not animating properly if a player clicked the throw button
  • Fixed emission levels for the furnace in workshop skins
  • Fixed placement issues with the "simple" deployable snapping mode
  • Fixed the "shipshape" achievement triggering under incorrect conditions
  • Fixed broken materials and colliders on a few lights in monuments
  • Fixed the Nvidia Reflex option missing from the settings menu
  • Fixed map downloads failing sometimes writing an incomplete file to disk
  • Fixed "<br>" not creating a newline in custom server loading messages
  • Fixed an issue with autoturrets still hitting a players shield after it broke
  • Fixed a modding issue with the chat.add2 command causing wrong player names to be cached
  • Fixed it always raining right after a server wipe when using a custom map
  • Fixed heli crates becoming unlootable if heli crashed near an unloadable train wagon
  • Fixed not being able to pick up wall shelves when another deployable was placed nearby
  • Fixed a demo issues with globally networked entities (cargo ship, supply drops, etc.)
  • Fixed being able to place mortars on weapon racks
  • Fixed a mortar error kicking players nearby
  • Fixed crate icons sometimes appearing beneath the cargo ship on the map
  • Fixed not being able to re-skin a tomaha snowmobile back to default
  • Fixed not being able to re-skin ceiling lights
  • Fixed re-skinning computer stations removing the connected wire and all saved CCTV codes
  • Fixed being able to shoot mortars through walls and deployables
  • Fixed "Banned" UI showing up incorrectly in certain cases when getting kicked from servers
  • Fixed an issue causing server descriptions to often fail to load in the server browser - thanks to server hosts for their cooperation
error

Known Issues

  • High polling rate mice can cause some performance issues. Make sure to lower your mouse polling rate to <1000hz

Newsletter

Receive monthly updates straight to your inbox