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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 154
Changelist Title
Change List 154
date_range
Thursday, March 30, 2017
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Improvements
•
CancelInvoke(“DoSomething”);
•
Invoke(“DoSomething”, delay);
Patch Name
Devblog 154
Changelist Title
Changelog
date_range
Thursday, March 30, 2017
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Features
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Added custom invoke handler (server performance)
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Added pooling support to collectable entities
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Added pooling support to loot barrels
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Added Searchlight
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Added Simple Sight
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Improvements
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holosight world model lod updates
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lasersight world model lod updates
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Muzzleboost world model lod updates
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Muzzlebrake world model lod updates
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Silencer world model lod updates
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Viewmodel FOV changes reverted
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Updated wooden armor
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Improved bloom effect quality
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Improved vegetation rendering
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Reenabled MaterialColorLerp script
handyman
Fixed
•
Optimized mesh building and fixed rare invisible grass issue on DX9
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Fixed random ceiling lights being stuck around the world
Patch Name
Devblog 154
Changelist Title
Change List 154
date_range
Thursday, March 30, 2017
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Improvements
•
CancelInvoke(DoSomething);
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Invoke(DoSomething, delay);
Patch Name
Devblog 153
Changelist Title
Changelog
date_range
Thursday, March 23, 2017
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Features
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Added batching support to foliage wind animation
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Added player and animal ragdoll culling
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Added client side entity pooling to a large number of common entities (performance)
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Added instance position encoding to batched meshes (future optimizations)
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Added Binoculars - right click to look, left click to cycle zoom levels
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Improvements
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Bolt rifle world model re-created
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Double barrel shotgun world model re-created
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Revolver world model re-created
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Improved sleeper player culling
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Optimized runtime mesh building (player colliders, building meshes, dynamic occluders)
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Optimized server side player loot refresh
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Spinner wheel sound no longer occludes
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Fix for drawn maps not loading properly for other players
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Lowered cost of Netting
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Stuck objects/decals on spinner actually spin
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Furnaces and Campfires will turn off if they overflow once (server perf)
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Lanterns/Candle Hats/ Miner hats now have a fuel inventory
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Can extract fuel from Miner/Candle hats
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Can pick up tuna lights
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Can pick up lanterns
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Can pick up ceiling lights
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Can pick up flame turrets
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Can pick up autoturrets
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Holosight tech trash reduced to 1
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C4 tech trash reduced to 2
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Muzzlebrake has higher durability
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Muzzlebrake further reduces recoil
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Silencer cost reduced to 5 HQM
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Cooked pork icon is darker
handyman
Fixed
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Fixed global anisotropic not forced with default config
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Fixed campfires sometimes hurting people even though they were not burning
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Fixed climbing exploits that were using jump right after waking up
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Fixed viewmodel bobbing looking weird since last week’s optimizations
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Fixed plant skins sometimes being incorrect until the first network update was received
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Removed
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Removed gear cost from crossbow - but costs more wood/frags
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Removed green t-shirt spawn from purple box
Patch Name
Devblog 152
Changelist Title
Changelog
date_range
Thursday, March 16, 2017
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Features
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Added culling to foliage displacement
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Added grass displacement to foundations
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Added Spinner Wheel
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Added Refineries to Harbors
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Added Supply Signals to Green Military Crates (2%)
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Improvements
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Updated console UI with autocomplete
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Demo playback has grass
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Voice data is recorded to demos
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Demos record initial camera position
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Improved M249 gunshot
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Caves death pit accessible to recover loot
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Wall frame netting block
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Spinner wheel item
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Replaced deployable bed model
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Entity skin changes trigger batching refresh
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Optimized frame rate under sustained gunfire
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Optimized effect recycling
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Optimized viewmodel transform updates
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Pumpkins only have 1 season (instead of 7)
handyman
Fixed
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Fixed some exceptions when playing demos
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Fixed map cache getting cleared when joining custom maps
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Fixed footsteps SFX not audible till near player
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Fixed vending machines in doorways sometimes breaking
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Fixed NRE when sign you are editing is destroyed
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Fixed Heavy Plate Armor Rad protection (now 7, was 50)
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Removed
•
Removed obsolete scripts (memory usage)
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Removed unused animators (memory usage)
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