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Changes

What’s changed on Rust in each patch.

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Features

  • Added log when server is fully started (helpful for server problem diagnosis)
  • Added refresh_stability console command (helpful for debugging)
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Improvements

  • Optimized terrain carving triggers significantly (better projectile and culling perf)
  • Optimized various small inefficiencies in prefab pooling and the LOD grid
  • Optimized client side network update events to reduce entity streaming stuttering
  • Eliminated needless string reallocation from object creation (better perf, less GC)
  • Eliminated some minor dynamic memory allocations (less GC)
  • Stone gate gibs are no longer the incorrect wood gate ones
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Fixed

  • Fixed AMD R9 half-screen darkening
  • Fixed tree lighting desaturation
  • Fixed viewport resize breaking water when reflections are enabled
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Removed

  • Removed building blocked chat message when trying to build while building blocked
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Features

  • Added new grass displacement option (experimental, disabled by default)
  • Added contact shadows to view model when ambient occlusion is enabled
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Improvements

  • Made revive line of sight check more forgiving (easier to hold)
  • Building blocked message is only shown when in building mode or holding a hammer
  • Building privilege is also checked at the construction placement position
  • Optimized terrain carving tests slightly
  • Terrain Quality no longer affects shader lod; use Shader Level instead
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Fixed

  • Fixed server side player rotation getting corrupted from sleeping bags on slopes
  • Fixed a situation where building privilege would randomly be incorrect
  • Fixed surface dimensions mismatch error when resizing window
  • Fixed crash when switching servers
  • Fixed DX9 white player preview
  • Fixed water system performance on riverless maps
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Features

  • Added stabilityqueue server convar (building stability update time per frame)
  • Added surroundingsqueue server convar (surroundings refresh time per frame)
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Improvements

  • Better explosion sounds
  • Misc sound polish
  • Projectile CPU optimizations
  • Semi auto pistol damage nerfed to 40 (was 50)
  • Pistol ammo effective distance nerfed to 60 (was 80)
  • Enabled player model pooling by default on 64bit systems (pool.players convar)
  • Drastically improved entity destruction performance (less stuttering)
  • Optimized player mesh building and refreshing (less stuttering)
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Fixed

  • Fixed players sometimes appearing with wrong name, gender or skin tone
  • Fixed various small client side network interpolation issues on respawn
  • Fixed various issues with player model pooling
  • Fixed exception when trying to upgrade building block after it was destroyed
  • Fixed exception when trying to rotate building block after it was destroyed
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Removed

  • Old bone armor no longer drops( will be removed next wipe)
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Improvements

  • Muzzleflash smoke effect hidden when in ADS
  • ADS lowers near clip plane (less viewmodel clipping)
  • Weapon FOV lowered (stubbier guns)
  • Viewmodel sway is snappier and aims ahead of your look point
  • Much smaller muzzle flashes
  • Less bright muzzle flashes
  • Bone armor buffed 10%
  • Reduced diminishing xp for finding loot and harvesting
  • Tracers once again visible in first person
  • Reduced horizontal recoil of semi auto rifle
  • Candle/Miner hat use half as much fuel
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Features

  • Added Cactus Flesh
  • Added WIP lighthouse monuments
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Improvements

  • New lighting.
  • New Map: SavasIsland. Conventional Rust on a tiny map.
  • Gamma cranking is fairly fruitless now.
  • New LR300 sounds
  • More sound polish
  • Monuments and dungeon artwork from last 2 months
  • Reworked bone armor
  • Deer skull mask
  • Improved weapon firing rate frame rate independence
  • FPS counter now updates in menus as well
  • Color grading is now forced on all clients
  • Weapon owner mismatches are now logged to the combat log
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Fixed

  • Fixed and improved SavasIsland_koth.
  • Fixed god rays
  • Fixed distorted water reflections
  • Fixed particle motion blur
  • Fixed TSSAA occasional darkening
  • Fixed climate color grading
  • Fixed swimming in tunnels being a pain in the ass

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