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Changes

What’s changed on Rust in each patch.

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Features

  • New deployable Elevator
  • Added Steam Networking (requires server to be launched with -swnet and -queryport)
  • Added server demo recording
  • Added desire trails to small monuments
  • Added additional side road connections to monuments (larger overall road network)
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Improvements

  • Player collider now resizes correctly versus projectiles like rockets when the player is crouched or lying down (wounded, sleeping)
  • No longer showing "1ft" on wire or hose items, since they're unlimited
  • Boats now decay at an increased rate when in deep water
  • Kayaks will now be slightly slower when when two players are paddling (still faster than just one paddler)
  • Disabled mip maps on terrain splat maps so they look less awful in the distance and on low graphics qualities
  • Disabled mip maps on terrain normal map to preserve terrain detail in the distance
  • Power lines can end at ring road (massively speeds up power line layout generation on large maps)
  • Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
  • Berry Bushes can now be cloned at earlier growth stages
  • Reduced building block around swamp_c
  • Reduced range of bandit sentry turret (Fishing Villages)
  • Reactive target now requires a hammer to pickup
  • Tweaked Powerplant radiation volumes, no longer result in high levels of radiation moving around the sides
  • Updated some old and incorrect/out dated item descriptions
  • Reduced chance of finding T1 car parts at road and water junkpiles
  • Moved garage door lock position higher
  • Push Button now sends a small burst of electricity when pushed even with no input
  • Refreshed player map color scheme
  • Update scope overlays to scale the color with the time of day (so no more bright scope at night)
  • Added server.censorplayerlist (default false) to streamer mode the player list returned by A2S_PLAYER server queries (will not apply to already connected players so set it at startup)
  • Added world.rendermap to render a high res PNG of the map
  • Updated tea icons
  • Healing Tea - Advanced and Pure versions now provide a small amount of instant health, As well as greater healing over time
  • Wood Tea - Basic +50%, Advanced +100%, Pure +200%.
  • Scrap Tea - Basic +50%, Advanced +100%, Pure +200%.
  • Max Health Tea - Duration increased to 20mins.
  • NPC vendors now refill their stock slowly instead of having an infinite amount always available
  • Improved picking up deployables by holding E with a hammer equipped
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Fixed

  • Fixed recycling stacks yield fewer resources than individuals
  • Fixed cargo ship lights not turning off during the day
  • Fixed invisible barrier across airfield rear door
  • Fixed glitchy interior door at airfield
  • Fixed not being able to place water items (boogie boards, tubes) after the servers water level was changed
  • Fixed search text appearing on crafting UI incorrectly
  • Fixed barrel gibs appearing in the wrong colour
  • Fixed not being able to download some textures from the Workshop Submission UI
  • Fixed vehicle parenting exploit
  • Fixed projectile velocity change exploit
  • Fixed projectile penetration exploit
  • Fixed several RPC exploits and DOS attack vectors
  • Fixed roof conditional model flyhack false positive
  • Fixed spawning on beach too close to fishing village
  • Fixed fishing villages sometimes spawning on islands
  • Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
  • Fixed ORSwitch sparks
  • Fixed Sphere/Dome monument barrel spawners inside each other
  • Fixed allowing deployment through reinforced glass window
  • Fixed placing furnace on construction when placed at max-height
  • Fixed green card respawn at swamp_c
  • Fixed inside terrain antihack false positives at the water treatment plant (instant death spots)
  • Fixed unable to plant next to sapling or higher stage berry bush in a planter
  • Fixed engine stats not appearing when inspecting an engine on a car
  • Fixed some inconsistency shooting through glass (one way)
  • Fixed Autoturret targeting shotgun trap
  • Fixed windmill not rotating to the wind direction
  • Fixed Unable to break down multiple Steam items in inventory
  • Fixed the point of interest and death map markers using the center of the image as the origin, should have been bottom center
  • Fixed being unable to power storage monitors directly from batteries
  • Fixed minicopter being able to penetrate windows
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Features

  • Upgraded to Unity 2019 LTS
  • New craftable Kayak vehicle
  • New craftable Paddle weapon
  • New craftable Storage Monitor
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Improvements

  • Eliminated frame rate drops from several new entities when moving around the map (pooling support)
  • Electric Heater will now heat up nearby planter boxes
  • Water Barrels will now drain evenly when connected to a splitter into other barrels
  • Increased the maximum length of water connections
  • Helicopters will no longer be visible at long distances if they are inactive
  • Server performance improvements for large farms
  • Improved performance and memory consumption when creating Gibs for destroyed entities
  • Painted signs will now display in a demo if they were painted when the demo started recording
  • Locker now allows right-click moves into either the clothing or belt slots, with items going to the apppropriate place automatically
  • F9 large screenshots now include the depth-of-field effect if it's turned on
  • Modular Car cockpit modules now have glass
  • Reactive Targets can now optionally use electricity, with power in/out and raise/lower triggers. Power flows from input to output while the target is lowered
  • Searchlight deployables now use electricity instead of fuel
  • Signs, paintings etc now show up when replaying demos (for demos that were recorded after this update)
  • Door Controller now includes an electric passthrough output
  • Increased interaction hotspot size for initiating locked crate hacking, should help if the keypad is blocked by something
  • Text muting a player will now mute their voice chat
  • Workbenches can now be picked up
  • Drinking tea now hydrates
  • Healing tea is no longer found in food crates
  • Updated Hapis with fishing villages
  • Improved RHIB physics, should now traverse across the water more smoothly
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Fixed

  • Fixed several issues / exploits with conditional roof pieces
  • Fixed water hit projectile exploits
  • Fixed harbors sometimes spawning next to massive cliffs, making them difficult to reach
  • Fixed junkyard rarely spawning on maps due to monument count / density limits
  • Fixed some workshop mesh downloads not working (doors specifically)
  • Powered Water Purifier will now stop converting if it's output container is full
  • Fixed powered Water Purifier gibs incorrectly aligned
  • Fixed garage doors getting stuck closed if a vehicle was too close (garage doors should always be able to open)
  • Fixed case where players were incorrectly being blamed for kills a recently driven car was responsible for
  • Fixed the invisible extra item slot in the locker UI
  • Fixed right-clicking ammo into an autoturret only filling the first slot
  • Fixed another user being able to turn on/off single-user static "oven" objects (e.g. refinery, BBQ) while a user is using the UI
  • Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on
  • Fixed people being able to go AFK at a vending machine, preventing others from using it.
  • Fixed oil rig crate despawning
  • Fixed CH47 crashing into oil rig radio tower on ingress/egress on some map seeds
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Features

  • Added triangular roof pieces
  • Added conditional roof corners
  • Added armoured passenger module
  • Added MidiConvar system
  • Wooden Barricade Cover
  • Added Mixing Table
  • Added Boosts system
  • Added berry plants
  • Added Tea items and recipes
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Improvements

  • Better audio bundle layout (build time optimization)
  • Vehicle lift bounds updated so it can now fit in a smaller T-shaped area
  • Engine internal items no longer decay along with the car, and take 50% less damage when the engine module is damaged
  • Reduced car collision damage by 50%
  • Cars on a powered vehicle lift no longer decay
  • Collisions with humans or animals now apply a force and damage back to the car itself
  • Individual panels on car modules now have their own gibs
  • Increased ability to drive vehicles up steep slopes
  • New carstats console command gives admins detailed info about all the cars in the world
  • Running forwards while deploying a Boogie Board will now apply some forward movement to the board
  • Hostile UI marker will only show when within 200m of a safe zone
  • Doors will now check for vehicle blockages while opening
  • Sunburn DLC Pools can now accept salt water
  • Reduced bone arrow thickness
  • Vehicle parts crate now spawns with two vehicle components
  • Removed middle building pocket from horseshoe cave (Balance)
  • Water pumps are now faster and each pump yield more water
  • Above ground swimming pool HP increase
  • Multiple sell order balance cost changes
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Fixed

  • Fixed several server DOS attack vulnerabilities
  • Fixed several hack / exploit vulnerabilities
  • Fixed server browser copy / pasting the query port instead of the connection port
  • Fixed roof weak side detection (now receive increased damage when hitting them from the inside)
  • Fixed inside/outside checks sometimes returning outside when a vehicle was actually inside (fixes indoor decay rate)
  • Attempted fix for cars getting stuck in thin colliders (may still happen, let us know)
  • Fixed cars and minicopters being unusable on load if the game was saved while they were starting their engines
  • Fixed car collisions with horses not always registering if hit at high speed
  • Fixed explosion forces not always knocking cars around if the car was empty and stationary
  • Fixed cars sliding sideways in a weird way when stopped on slopes
  • Fixed server-side projectiles (autoturrets, NPCs) sometimes being able to shoot into armoured modules
  • Fixed hot air balloon collider being present even when the balloon is not inflated
  • Fixed "SwitchedParent Missed horse.corpse" server error spam
  • Fixed skins not showing on third person models for bone club and bone knife
  • Fixed hostile UI marker appearing in demos
  • Fixed skins not appearing on thrown satchel charges
  • Fixed crafting menu appearing when moving camera down in demo mode
  • Fixed incorrect body shadows when wearing the bunny onesie
  • Fixed players standing up briefly when getting shot while seated
  • Fixed being able to set the fov to 0 while on a boogie board or inner tube
  • Boogie Board and Inner Tube will now take damage from thrown weapons
  • Improved server performance for large farms
  • Fixed getting dismounted while flying low over AirWolf on HapisIsland
  • Fixed supply drop flying away after getting hit by projectiles
  • Fixed spiral stairs not adding to upkeep and decay costs
  • Fixed tesla coil receiving damage through walls
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Removed

  • Removed animation from water/fluid pump [temp]
  • Removed SavasIsland
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Features

  • Added Modular Cars
  • Added Airwolf
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Improvements

  • Can now push minicopters
  • Vehicle textures now visibly degrade as a vehicle takes damage
  • Doors/gates can no longer close while blocked by a vehicle
  • EAC SDK update
  • All vehicles send out network ticks immediately after they have a new position on the server to reduce input lag
  • Default world size is now 4500
  • Side roads are slightly wider
  • Smoother road layout (both vertically and horizontally)
  • Smoother road joining (at intersections)
  • Moved roadside decor slightly further away from the road
  • Slight road terrain offset tweak to prevent ground peaking through around intersections
  • Fully encapsulated bandit town in a safe zone
  • Animals no longer attack players in safe zones
  • You can no longer draw a weapon in a safe zone
  • Players who are not considered hostile take no damage in safe zones (anti roof camper) and sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them
  • Many more recyclers were added to the compound.
  • Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
  • Large banners now decay when placed outside of building privilege
  • Increased minicopter decay time outdoors to 8 hours, inside to 36 hours
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Fixed

  • Fixed custom skins not appearing on third person models for most tools and melee weapons
  • Fixed some weapons not centering properly when aiming down sights on ultrawide resolutions (compound bow particularly)
  • Fixed tool cupboard getting destroyed if triangle spiral stairs were destroyed at other side of wall
  • Fixed world reflection quality 2 being too bright inside player buildings
  • Fixed roadside decor sometimes spawning on road at intersections
  • Fixed unable to mount sofas at bandit camp
  • Fixed allowing players to place items into minecart container
  • Fixed Jerry can clipping on rowboat
  • Fixed triangle grill and ladder hatch bounds
  • Fixed cave_updown_a inside terrain antihack false positive
  • Fixed HBHF sensor not receiving damage
  • Fixed small wooden box being deployed inside trees
  • Fixed NPCAutoTurrets shooting shopkeepers or conversation providers
  • Fixed repeating outs while near the Launch site monument (hopefully)
  • Fixed scope overlay size changing with UI scale
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Features

  • Added Rust+ tab to the main menu
  • Added pairing with the companion app (make sure `app.port` isn't firewalled!)
  • Added push notifications for when teammates join the server
  • Added push notifications for when you're killed when not playing
  • Added a deployable Smart Switch
  • Added a deployable Smart Alarm
  • Added a deployable button
  • Added detail layer parameters to the workshop editor (allows removal of "micronormals")
  • Added fuzz mask parameter to the workshop editor
  • Added Spiral Stairs and Triangle Spiral Stairs building blocks
  • Added Ramp and Steps building blocks (replace Foundation Steps)
  • Added Triangle Floor Frame building block
  • Added Triangle Ladder Hatch deployable
  • Added Triangle Floor Grill deployable
  • Added conditional wall corners to bases
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Improvements

  • Reduced memory allocations when updating your inventory
  • Reduced memory allocations when pressing buttons
  • Improvements to hair material for more natural looking shades
  • Improved server performance with Fluid IO Entities
  • Improved large furnace deployment
  • Updated Hapis Island vending machines
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Fixed

  • Fixed the workshop editor generating blank icons for wearables
  • Fixed the workshop editor erroring opening the mining hat
  • Fixed a white edge appearing on the generated workshop icons
  • Mostly fixed respawning underwater when oceanlevel is increased (avoid underwater islands for now)
  • Fixed some bits of code that were not pooling correctly
  • Fixed a bunch of NullReferenceException errors
  • Fixed game tip code allocating memory occasionally
  • Fixed a number of building exploits
  • Fixed a number of anti hack exploits
  • Fixed a number of anti hack false positives
  • Fixed 3rd person weapon attachment offsets
  • Fixed spas12 viewmodel - shell floating into shot during reload
  • Fixed a bunch of translation setup issues
  • Fixed Ch47 Event dropping hackablecrate at the same monument
  • Fixed a number of instant death zones inside Caves and Savas

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