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Changes

What’s changed on Rust in each patch.

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Features

  • Added custom invoke handler (server performance)
  • Added pooling support to collectable entities
  • Added pooling support to loot barrels
  • Added Searchlight
  • Added Simple Sight
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Improvements

  • holosight world model lod updates
  • lasersight world model lod updates
  • Muzzleboost world model lod updates
  • Muzzlebrake world model lod updates
  • Silencer world model lod updates
  • Viewmodel FOV changes reverted
  • Updated wooden armor
  • Improved bloom effect quality
  • Improved vegetation rendering
  • Reenabled MaterialColorLerp script
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Fixed

  • Optimized mesh building and fixed rare invisible grass issue on DX9
  • Fixed random ceiling lights being stuck around the world
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Improvements

  • CancelInvoke(DoSomething);
  • Invoke(DoSomething, delay);
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Features

  • Added batching support to foliage wind animation
  • Added player and animal ragdoll culling
  • Added client side entity pooling to a large number of common entities (performance)
  • Added instance position encoding to batched meshes (future optimizations)
  • Added Binoculars - right click to look, left click to cycle zoom levels
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Improvements

  • Bolt rifle world model re-created
  • Double barrel shotgun world model re-created
  • Revolver world model re-created
  • Improved sleeper player culling
  • Optimized runtime mesh building (player colliders, building meshes, dynamic occluders)
  • Optimized server side player loot refresh
  • Spinner wheel sound no longer occludes
  • Fix for drawn maps not loading properly for other players
  • Lowered cost of Netting
  • Stuck objects/decals on spinner actually spin
  • Furnaces and Campfires will turn off if they overflow once (server perf)
  • Lanterns/Candle Hats/ Miner hats now have a fuel inventory
  • Can extract fuel from Miner/Candle hats
  • Can pick up tuna lights
  • Can pick up lanterns
  • Can pick up ceiling lights
  • Can pick up flame turrets
  • Can pick up autoturrets
  • Holosight tech trash reduced to 1
  • C4 tech trash reduced to 2
  • Muzzlebrake has higher durability
  • Muzzlebrake further reduces recoil
  • Silencer cost reduced to 5 HQM
  • Cooked pork icon is darker
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Fixed

  • Fixed global anisotropic not forced with default config
  • Fixed campfires sometimes hurting people even though they were not burning
  • Fixed climbing exploits that were using jump right after waking up
  • Fixed viewmodel bobbing looking weird since last week’s optimizations
  • Fixed plant skins sometimes being incorrect until the first network update was received
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Removed

  • Removed gear cost from crossbow - but costs more wood/frags
  • Removed green t-shirt spawn from purple box
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Features

  • Added culling to foliage displacement
  • Added grass displacement to foundations
  • Added Spinner Wheel
  • Added Refineries to Harbors
  • Added Supply Signals to Green Military Crates (2%)
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Improvements

  • Updated console UI with autocomplete
  • Demo playback has grass
  • Voice data is recorded to demos
  • Demos record initial camera position
  • Improved M249 gunshot
  • Caves death pit accessible to recover loot
  • Wall frame netting block
  • Spinner wheel item
  • Replaced deployable bed model
  • Entity skin changes trigger batching refresh
  • Optimized frame rate under sustained gunfire
  • Optimized effect recycling
  • Optimized viewmodel transform updates
  • Pumpkins only have 1 season (instead of 7)
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Fixed

  • Fixed some exceptions when playing demos
  • Fixed map cache getting cleared when joining custom maps
  • Fixed footsteps SFX not audible till near player
  • Fixed vending machines in doorways sometimes breaking
  • Fixed NRE when sign you are editing is destroyed
  • Fixed Heavy Plate Armor Rad protection (now 7, was 50)
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Removed

  • Removed obsolete scripts (memory usage)
  • Removed unused animators (memory usage)
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Features

  • Added multithreaded mesh batching
  • Added better profiling
  • Added “itemskins” convar to disable workshop skins
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Improvements

  • Flashlight lod updates
  • Crossbow world model uv fixes
  • Reduced mesh compression on weapon world models
  • Rocket launcher world model uv fixes
  • Sound creation optimization
  • Physics sounds are quieter unless the impact is pretty hard
  • Lower vertex counts on Stone & Sheet Metal tiers
  • Optimized workshop skin loading
  • Made network cells more granular
  • Optimized client side plant entities
  • Dense bushes have an extra LOD
  • Heli always strafes with napalm if target has no TC access
  • Lowered cost of AutoTurret
  • Autoturret parts found in purple crates + towns
  • Lowered cost of flame turret
  • C4 won’t stick to Decor Deployables
  • Decor Deployables can only be picked up with TC access + hammer equipped
  • Out of Stock Vending machines show up as red on the map
  • Fish provides animal fat
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Fixed

  • Fixed invisible LR-300 worldmodel bug
  • Fixed workshop skin memory leak
  • Fixed plant material memory leak
  • Fixed craft canceling sometimes losing resources when inventory is full
  • Fixed being unable to place walls next to a metal shopfront on a triangle foundation
  • Fixed SAR buff/SAP nerf reversion
  • Fixed Harbor 2 not showing up on map

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