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Changes

What’s changed on Rust in each patch.

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Features

  • Added new Waterbarrel art
  • Added Fish Trap
  • Added various fish meat and constituent products
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Improvements

  • Lots of audio polish & mix tweaks
  • New footsteps w/ more variations per surface type
  • More bow & crossbow attack sound variations
  • Bear/wolf footsteps are audible from farther away
  • Procedural Map: Dungeon updates
  • Procedural Map: New powerline meshes
  • Procedural Map: New mountain types
  • Procedural Map: More distance between huge mountains
  • Procedural Map: Reduced water wave clipping
  • Procedural Map: More aggressive altitude based snow
  • Procedural Map: Snow patches of various sizes in the far north
  • Procedural Map: Micro cliffs can no longer spawn on roads
  • Procedural Map: Wild pumpkins and corn spawn more reliably
  • Procedural Map: Mushrooms spawn inside forests on ground patches with no grass
  • Procedural Map: Overall mushroom, pumpkin and corn populations are higher
  • Procedural Map: Airfield walls no longer float slightly above ground
  • Procedural Map: Loading time optimizations (mostly cliff and monument placement)
  • Procedural Map: Reduced overall bush and clutter rock density slightly
  • Procedural Map: Tweaked the size of driftwood spawn patches
  • Procedural Map: World size is now clamped between 1000 and 6000
  • Many food items now stack to 10
  • 556 stacks to 100
  • Charcoal stacks to 1000
  • Human meat reduces hydration
  • Reactive target cost reduction
  • Reactive target automatically resets after 6 seconds of being knocked down
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Fixed

  • Fixed movement being faster when walking diagonally
  • Fixed metal facemasks not always protecting against headshots
  • Procedural Map: Fixed rivers sometimes intersecting with dungeon sewer systems
  • Fixed helicopter gibs being destroyed by fire
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Features

  • Added wave displacement to water quality level 1
  • Added shadowmode convar to adjust sun shadow casting
  • Added additional procgen benchmarks
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Improvements

  • New eat/drink sounds
  • New flamethrower sounds
  • Optimized building block despawns some more
  • Optimized UI variable display code
  • Adjusted grass LODing (less upscaling on lower LODs)
  • Updated player preview idle
  • Limited shadow distance to 50 when shadow cascades are disabled
  • Icesheet prefabs use LOD grid
  • Improved aerial perspective density computation
  • Sun shadows disable completely when shadow distance is set to 0
  • Procgen benchmarks reset GC, LODs, grass, decor and tasks before every run
  • Stripped legacy fog modes from shader compilation and scenes
  • Made perf convar display async task queue when set to 6
  • Server restart command calls quit command after the timer reaches 0
  • Slightly higher starting calories
  • Map cost reduced to 1 paper
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Fixed

  • Fixed gradual ambience performance degradation bug
  • Fixed coroutine leak in entity particle emission
  • Fixed another performance issue when looking at players
  • Fixed tree culling performance issue caused by wind
  • Fixed horizon sky / water blending
  • Fixed that the door animation was stopped one frame too early
  • Fixed regression that sometimes skipped entity linking when building
  • Fixed entities not sending slot updates when server side changes are made
  • Fixed missing ignite and extinguish icons on small furnace
  • Fixed flames doing less damage to objects when sitting on stone/metal
  • Fixed water barrels not blocking building
  • Fixed water bucket having drink as default option (impossible to deselect)
  • Fixed being able to transfer water into an unheld bucket
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Features

  • Added benchmarks
  • Added projectile refraction when penetrating objects
  • Added player self interaction menu (currently only used for drinking)
  • Added Salt Water
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Improvements

  • Improved the performance of player and sleeper streaming from the server
  • Chat message UI objects are now pooled (less garbage collection)
  • Max Hydration halved
  • Max Calories halved
  • Bleeding damage quartered
  • Bota Bag can be filled from the world
  • Bota Bag cost reduction
  • Water does not provide health above 40hp
  • Moving around uses lots more calories/water
  • No sprinting when fully dehydrated
  • Increased storage capacity of Bucket/Barrel
  • Can drink from any body of water by looking at it and pressing E
  • Flamethrower finds ammo if put on belt
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Fixed

  • Fixed huge performance drops when looking at or nearby players in certain situations
  • Fixed deployment of boxes on shelves being annoying
  • Fixed certain deployables being placeable at unrealistic angles
  • Fixed a rare issue that could make code locks float when opening or closing doors
  • Fixed being able to loot through tiny slits between building block colliders
  • Fixed an issue that could make client side colliders have slightly incorrect positions
  • Fixed an issue that could make two C4s stick to each other and get stuck in the air
  • Fixed inconsistent bone scales between the player preview model and the player model
  • Fixed an issue where chat messages could overflow and use tons of memory
  • Fixed glitch causing glow on monument decals in OpenGL
  • Fixed sun flicker pattern on the horizon in OpenGL
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Features

  • Added eyebrows
  • Added directional scattering occlusion (more realistic fog lighting)
  • Added new fog density computation for better terrain fogging
  • Added frame time when perf convar is set to 5
  • Added Flamethrower
  • Added Water Bucket
  • Added Water Barrel
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Improvements

  • Optimized entity streaming performance
  • Optimized performance of entity parenting (especially door locks)
  • Optimized runtime performance in PVT and water related scripts
  • Optimized ambience system (especially in densely vegetated areas)
  • Optimized rock performance on d3d11 (disabled far terrain splats in blending)
  • Tree and mesh qualities in options menu now go up to 200
  • Driftwood no longer spawns on rocks
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Fixed

  • Fixed light clone shadow unsupported format error
  • Fixed low quality skin shader level-of-detail
  • Fixed water frame delay causing black edges when rotating camera
  • Fixed variable luminance in player model preview on Hapis
  • Fixed terrain shader issues on some drivers
  • Fixed parallax (q=1) on blended rocks placed on steep hills
  • Fixed a number of scattering related cloud issues
  • Fixed that it could sometimes rain without any clouds
  • Fixed that extreme fog wouldn’t hide the clouds
  • Fixed items being unlootable when rolling inside certain clutter objects
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Features

  • Added new player models
  • Added 30 minute idle kick if server is full
  • Added specnet convar (for admins)
  • Added soft-particle fade to highest quality version of rainfall
  • Added the new clutter vegetation and rocks to all handmade maps
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Improvements

  • Grass is rougher
  • Grass uses physically based shading
  • Ragdolls legs don't bend backwards anymore
  • Switched back to post/overlay-based ambient occlusion
  • Improved reflection occlusion
  • Made reflection probes less dark
  • Faster water simulation
  • Thirdperson camera doesn't go through stuff
  • Thirdperson camera rotates with the target
  • Thirdperson camera mouse wheel zoom
  • Signs can be edited by the locker
  • Signs can be unlocked by the locker
  • Signs can always be unlocked/edited by admins
  • Train carriages and sedan vehicles updated in dungeons
  • Player models blink
  • Player model eyes move
  • Can enter codelock codes with keyboard
  • Codelock dialog doesn't show entered code (shows ****)
  • Hemp plants and ore nodes are bigger and easier to spot
  • Ore nodes now always spawn around other rock formations
  • Tweaked the scale of bushes and small trees
  • Procedural Map: New forests
  • Procedural Map: New terrain texturing algorithm
  • Procedural Map: Better cliff mesh placement and more variety
  • Procedural Map: New clutter vegetation and rocks
  • Procedural Map: More natural looking beach terrain
  • Procedural Map: Better river generation
  • Procedural Map: Road width varies slightly
  • Procedural Map: Optimized road and river vertex count
  • Procedural Map: Mountains let other objects spawn around their lower parts
  • Procedural Map: Better rock cluster vegetation
  • Grenades are much snappier and predictable
  • Beancan grenades are more reliable
  • Fix for being able to freelook while aiming
  • Item attachments are refunded when a weapon is used for crafting (sentry)
  • Ceiling light placement/floating bugfixes
  • Lowered other helmet protection
  • Syringe heals 15 instantly and 20 over time
  • Increased emission of ceiling lights
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Fixed

  • Fixed ragdoll stretching
  • Fixed player model being visible for 1 frame when ragdoll becomes visible
  • Fixed local player sometimes holding multiple weapons
  • Fixed double deploy warning
  • Fixed weapon firing etc when map is open
  • Fixed disappearing holosight
  • Fixed viewmodel shadow shader errors in legacy OpenGL/Linux
  • Fixed bug where looking down above water could clip and show ocean floor
  • Fixed pumpjack body disappearing in the distance
  • Fixed rockets only dealing half their damage to building parts
  • Fixed overly bright footprints and bullet decals on sand
  • Fixed slight differences in projectile behaviour with varying frame rate
  • Fixed anti hack failing to detect players clipping into river rocks
  • Fixed rocks sometimes disappearing before buildings and players
  • Procedural Map: Fixed rivers occasionally failing to be detected as water
  • Procedural Map: Fixed occasionally visible hard edges on roads and rivers
  • Procedural Map: Fixed midair rocks around river mouths
  • Procedural Map: Fixed terrain lighting artifacts around certain rock formations
  • Fixed shelves being able to be placed inside eachother
  • Fixed metal facemask protecting too much