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Changes

What’s changed on Rust in each patch.

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Features

  • Added Water Bottle viewmodel
  • Added pooling support to client side lock entities
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Improvements

  • Improved bullet flyby playback
  • Tiny bit of misc sound polish
  • Reduced stuttering near bases
  • Revolver refire rate increased
  • Revolver aimcone increased
  • Revolver damage decreased very slightly
  • Combat log includes timestamp
  • Set pool.mode to 2 by default
  • Shelves can no longer be placed on deployables
  • Pumpkins can no longer be stacked
  • Made projectile anti hack stricter
  • Optimized player model and name tag scripts
  • Made debug.ambientvolumes dev-only (potential exploit)
handyman

Fixed

  • Fixed occlusion weirdness on a few sounds
  • Fixed a few weapons playing 3rd person reload sounds on deploy
  • Fixed some issues with pool.mode set to 2
  • Fixed rendering layers on some trees
  • Fixed client side socket handles sometimes not being destroyed
  • Fixed a small client side coroutine memory leak
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Removed

  • Removed ability to menu-drink from bota bag/water bottle
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Features

  • Added placement sounds for deployable building parts
  • Added Semi Auto Body (SAP/SAR component)
  • Added Food Box to Junk Piles
  • Added new full body hazmat suit
  • Added protection to wolf headdress
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Improvements

  • Optimized reverb zone triggers
  • River sounds come in and out more smoothly
  • Wounded screams stop on death
  • Viewmodel sound timing tweaks
  • Ambient sound timing tweaks
  • Misc sound polish
  • Rewrote network group updating (less traffic, more robust)
  • Enabled pool.player_model by default on 64bit systems
  • Shortened prefab names in print_prefabs console command
  • Optimized some light components
  • Rocket launcher costs more HQM
  • Rockets cost an additional pipe
  • Oil Barrel HP lowered to 50
  • Waterpipe shotgun no longer needs pipe (lol)
  • Flamethrower balance - Much more fuel needed to raid
  • Flamethrower stream graphics tighter
  • Reduced Spring and Sheet Metal HQM yield in recycler
  • Radiation has more of an exposure gradient
  • Reduced radpill spawns
  • SAR buffed
  • Reduced crafting costs of bone type armor
handyman

Fixed

  • Fixed excess dsp usage on surround sound setups
  • Fixed physics sound lag when destroying loot boxes
  • Fixed placement effects spawning at the world origin when deploying objects to sockets
  • Fixed decor NRE with pool.mode set to 2
  • Fixed chat graphics issues with pool.mode set to 2
  • Fixed building placement guide with pool.mode set to 2
  • Fixed editor-only components being included in release build
  • Fixed empty update being called on hundreds of entities (overhead)
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Features

  • Added new lighthouses to Hapis Island
  • Added a new radtown to Hapis Island
  • Added integrated workshop
  • Added collared shirt
  • Added tanktop
  • Added shorts
  • Added silenced lr300 and mp5 gunshots
  • Added prefab pooling to building conditional models
  • Added prefab pooling to renderer batching
  • Added Component System
  • Added Recycler
  • Added Junkpiles
  • Added Radiation
  • Added loot scaling
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Improvements

  • Changed the Hapis Island tunnels to mineshaft networks
  • Maps no longer have fog of war
  • Sound occlusion enabled by default
  • No more hitmarkers when meleeing barrels
  • Updated bullet flyby sounds
  • Misc minor sound polish
  • Improved water rendering and culling
  • Optimized terrain and terrain-blended rock/cliff shaders
  • Disabled a few irrelevant warnings for non-developers
  • Optimized prefab pooling (more to come next week)
  • Spawn group respawn rates are now scaled with the player count
  • Disabled rain until we can re-enable its particle collisions
handyman

Fixed

  • Fixed player eyes looking glossed over
  • Fixed players not blinking
  • Fixed players not looking around
  • Fixed clothing backfaces having weird lighting
  • Fixed incorrect network group subscriptions of players before spawn
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Removed

  • Removed XP System
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Features

  • Added opacity anti-aliasing to grass when TSSAA is enabled
  • Added map worldmodel + LODS
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Improvements

  • Environment volumes now eliminate ambient light when underground
  • Eliminated UI canvas overhead from grass displacement camera
  • Converted some component getters to pooled lists (less GC)
  • Stripped deployable component from entity instances (reduced memory usage)
  • Muzzle Brake has less of a aimcone penalty
  • Improved LR300 iron sights
  • All Pistols have drastically reduced draw time
  • Improved bolt action animations
  • Now drops map model
  • Planner/map player anims
handyman

Fixed

  • Fixed skin lighting related issues
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Removed

  • Removed client missing gib warning when not running in dev mode
  • Removed server building privilege warning when not running in dev mode
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Features

  • Camera worldmodel added + LODS
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Improvements

  • New mp5 sounds
  • Misc sound voice count optimizations
  • Misc sound bugfixes
  • Improved and optimized rain effect
  • Improved map loading times
  • Enabled player collider and nametag pooling by default
  • world model for LR300 when dropped + LODS
  • world model for double shotgun when dropped + LODS
  • world model for bota bag when dropped + LODS
  • world model for silencer when dropped + LODS
  • world model for scope when dropped + LODS
  • world model for holosight when dropped + LODS
  • world model for muzzle boost when dropped + LODS
  • world model for muzzle brake when dropped + LODS
  • world model for building plan when dropped + LODS
handyman

Fixed

  • Fixed rare NRE with sentry turret
  • Fixed hit decals not showing on shadowed or unlit areas
  • Fixed underwater FX not showing
  • Fixed weapon attachments sliding when using TSSAA
  • Fixed a client side entity leak
  • Fixed an exploit that would bypass the server side attack verification
  • Fixed an exploit that would bypass the server side attack cooldown
  • Fixed the censorship cubes sometimes not showing when they should
  • Fixed rare NRE with the sign texture update

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