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Changes

What’s changed on Rust in each patch.

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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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Features

  • Added new bushes and flowers
  • Added overgrowth to monuments
  • Added Visible items on player bodies
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Improvements

  • New vending machine sounds
  • Bunker rooms art
  • Finished art for several greybox assets
  • Increased nobuild zone around trainyard monument
  • Increased the size of the snow biome
  • Decreased the size of the tundra biome
  • Increased min distance between caves
  • Improved terrain adjustment on small caves
  • Peacekeeper Mode has green laser instead of red
  • Pump shotgun cost reduction
  • Bucket Helmet cost reduction
  • Pickaxe cost reduction
  • Spears are smaller when held
  • AutoTurret scans slowly instead of snapping to new areas
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Fixed

  • Fixed placement issues of warehouse monument
  • Fixed rare terrain collision issues around military tunnels
  • Fixed terrain adjustment of power substations
  • Fixed overgrown terrain hole around large cave
  • Fixed rock formation placement sometimes colliding with roads or buildings
  • Fixed light emission from gunfire
  • Fixed “local player set up multiple times” exploit
  • Fixed culling ignoring terrain carving
  • Fixed culling ignoring high external wall cracks
  • Fixed culling lag when players turn visible
  • Fixed culling related error in spectate mode
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Removed

  • Removed prefab mountains from maps smaller than 3000x3000
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Features

  • Added new physics sounds to a bunch of items
  • Heavy Plate Armor added - slows movement
  • Added laser sight to sentry turret
  • Added Caveman sash to any player who touches any hostile item (until death)
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Improvements

  • Improved playback of item physics sounds
  • New Bear skin rug deployable
  • New common rug deployable
  • New chair deployable
  • New table deployable
  • Fridge is easier to place, lock position correct, destroy on ground missing
  • Twig and stone floors are flat (no more intersecting with deployables)
  • Optimized impact particle effect and decal render distances
  • Increased size of some world models
  • New gunpowder world model
  • Codelock world model
  • Wooden spear optimisation & prefab cleanup
  • Fix for offset ak world model
  • Shopfront has small delay before trade is confirmed (less jarring)
  • Shopfront has same health as sheet metal wall
  • Can right-click to move items into shopfront inventory (both parties)
  • Player Hostile status no longer persists between deaths (peacekeeper)
  • No longer show crosshair when aiming at the non-usable part of an entity
  • Water bottle no longer hostile to peacekeepers
  • Bota bag no longer hostile to peackeepers
  • Bucket no longer hostile to peacekeepers
  • Rock no longer hostile to peacekeepers
  • Any damage dealt to anything marks players hostile to peacekeepers
  • Vending machine screen icon no longer clips text
  • Vending machine screen displays stacksize of item for sale
  • Vending machine has same health as armored wall
  • Monuments are labeled on the map
  • Vending machines have broadcast option to display on everyones map
  • Vending machine has small light animation on keypad
  • Codelocks can have Guest codes - no unlocking only opening
  • Beds can be made public - anyone can then take it over
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Fixed

  • Fixed damage on Jack O Lanterns
  • Fixed performance regression related to anisotropic filtering
  • Fixed flamethrower going through shopfront
  • Fixed shopfront being able to be double stacked
  • Fixed ceiling light moving the wrong way when shot

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