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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 136
Changelist Title
Changelog
date_range
Thursday, November 17, 2016
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Features
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Added Water Bottle viewmodel
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Added pooling support to client side lock entities
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Improvements
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Improved bullet flyby playback
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Tiny bit of misc sound polish
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Reduced stuttering near bases
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Revolver refire rate increased
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Revolver aimcone increased
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Revolver damage decreased very slightly
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Combat log includes timestamp
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Set pool.mode to 2 by default
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Shelves can no longer be placed on deployables
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Pumpkins can no longer be stacked
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Made projectile anti hack stricter
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Optimized player model and name tag scripts
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Made debug.ambientvolumes dev-only (potential exploit)
handyman
Fixed
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Fixed occlusion weirdness on a few sounds
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Fixed a few weapons playing 3rd person reload sounds on deploy
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Fixed some issues with pool.mode set to 2
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Fixed rendering layers on some trees
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Fixed client side socket handles sometimes not being destroyed
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Fixed a small client side coroutine memory leak
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Removed
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Removed ability to menu-drink from bota bag/water bottle
Patch Name
Devblog 135
Changelist Title
changelog
date_range
Thursday, November 10, 2016
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Features
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Added placement sounds for deployable building parts
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Added Semi Auto Body (SAP/SAR component)
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Added Food Box to Junk Piles
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Added new full body hazmat suit
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Added protection to wolf headdress
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Improvements
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Optimized reverb zone triggers
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River sounds come in and out more smoothly
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Wounded screams stop on death
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Viewmodel sound timing tweaks
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Ambient sound timing tweaks
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Misc sound polish
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Rewrote network group updating (less traffic, more robust)
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Enabled pool.player_model by default on 64bit systems
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Shortened prefab names in print_prefabs console command
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Optimized some light components
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Rocket launcher costs more HQM
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Rockets cost an additional pipe
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Oil Barrel HP lowered to 50
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Waterpipe shotgun no longer needs pipe (lol)
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Flamethrower balance - Much more fuel needed to raid
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Flamethrower stream graphics tighter
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Reduced Spring and Sheet Metal HQM yield in recycler
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Radiation has more of an exposure gradient
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Reduced radpill spawns
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SAR buffed
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Reduced crafting costs of bone type armor
handyman
Fixed
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Fixed excess dsp usage on surround sound setups
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Fixed physics sound lag when destroying loot boxes
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Fixed placement effects spawning at the world origin when deploying objects to sockets
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Fixed decor NRE with pool.mode set to 2
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Fixed chat graphics issues with pool.mode set to 2
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Fixed building placement guide with pool.mode set to 2
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Fixed editor-only components being included in release build
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Fixed empty update being called on hundreds of entities (overhead)
Patch Name
Devblog 134
Changelist Title
Changelog
date_range
Thursday, November 3, 2016
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Features
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Added new lighthouses to Hapis Island
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Added a new radtown to Hapis Island
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Added integrated workshop
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Added collared shirt
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Added tanktop
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Added shorts
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Added silenced lr300 and mp5 gunshots
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Added prefab pooling to building conditional models
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Added prefab pooling to renderer batching
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Added Component System
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Added Recycler
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Added Junkpiles
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Added Radiation
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Added loot scaling
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Improvements
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Changed the Hapis Island tunnels to mineshaft networks
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Maps no longer have fog of war
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Sound occlusion enabled by default
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No more hitmarkers when meleeing barrels
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Updated bullet flyby sounds
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Misc minor sound polish
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Improved water rendering and culling
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Optimized terrain and terrain-blended rock/cliff shaders
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Disabled a few irrelevant warnings for non-developers
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Optimized prefab pooling (more to come next week)
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Spawn group respawn rates are now scaled with the player count
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Disabled rain until we can re-enable its particle collisions
handyman
Fixed
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Fixed player eyes looking glossed over
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Fixed players not blinking
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Fixed players not looking around
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Fixed clothing backfaces having weird lighting
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Fixed incorrect network group subscriptions of players before spawn
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Removed
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Removed XP System
Patch Name
Devblog 133
Changelist Title
Changelog
date_range
Thursday, October 27, 2016
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Features
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Added opacity anti-aliasing to grass when TSSAA is enabled
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Added map worldmodel + LODS
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Improvements
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Environment volumes now eliminate ambient light when underground
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Eliminated UI canvas overhead from grass displacement camera
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Converted some component getters to pooled lists (less GC)
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Stripped deployable component from entity instances (reduced memory usage)
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Muzzle Brake has less of a aimcone penalty
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Improved LR300 iron sights
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All Pistols have drastically reduced draw time
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Improved bolt action animations
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Now drops map model
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Planner/map player anims
handyman
Fixed
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Fixed skin lighting related issues
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Removed
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Removed client missing gib warning when not running in dev mode
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Removed server building privilege warning when not running in dev mode
Patch Name
Devblog 132
Changelist Title
Changelog
date_range
Thursday, October 20, 2016
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Features
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Camera worldmodel added + LODS
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Improvements
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New mp5 sounds
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Misc sound voice count optimizations
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Misc sound bugfixes
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Improved and optimized rain effect
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Improved map loading times
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Enabled player collider and nametag pooling by default
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world model for LR300 when dropped + LODS
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world model for double shotgun when dropped + LODS
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world model for bota bag when dropped + LODS
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world model for silencer when dropped + LODS
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world model for scope when dropped + LODS
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world model for holosight when dropped + LODS
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world model for muzzle boost when dropped + LODS
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world model for muzzle brake when dropped + LODS
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world model for building plan when dropped + LODS
handyman
Fixed
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Fixed rare NRE with sentry turret
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Fixed hit decals not showing on shadowed or unlit areas
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Fixed underwater FX not showing
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Fixed weapon attachments sliding when using TSSAA
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Fixed a client side entity leak
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Fixed an exploit that would bypass the server side attack verification
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Fixed an exploit that would bypass the server side attack cooldown
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Fixed the censorship cubes sometimes not showing when they should
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Fixed rare NRE with the sign texture update
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