Rust Marque Logo
Changes Header

Changes

What’s changed on Rust in each patch.

add_circle

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
arrow_circle_up

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
handyman

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
add_circle

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
arrow_circle_up

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
handyman

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
add_circle

Features

  • Added admin.bans (returns json list of bans)
  • Added Impact sounds for chain link fence building parts
  • Added item specific pickup/drop inventory ui sounds
arrow_circle_up

Improvements

  • Now force disconnects from server when trying to join another from UI
  • Lock inherits door options
  • Default option on lock is to open/close the door it is attached to
  • Linux dedicated server creates log files properly
  • Rcon responses aren't printed to the console/log files
  • console.log, console.search respond with json
  • Asserts show up red in the server console, have a log file
  • Updated to Unity 5.3.3p1
  • Overflowed large furnaces shoot items out of the chimney
  • Tweaked volume of bush/tree ambient sounds
  • Conditional colliders once again update on server restart
  • Dungeon art and design update
  • Reduced default map size to 3000 (from 4000)
  • Improved procedurally generated rock clusters
  • Tweaked road and powerline generation
  • Updated HapisIsland
handyman

Fixed

  • Fixed fuel not being refunded when overspill when dropping on items
  • Fixed ragdoll head stretching
  • Fixed building privilege sometimes staying after death/server restart
  • Fixed floaty arid / beach trees
  • Fixed rocks sometimes spawning on warehouse
  • Fixed rivers sometimes intersecting warehouse
  • Fixed occasional sawtooth terrain glitch around monuments
  • Fixed rivers sometimes starting at insane slopes
  • Fixed a number of rock formation prefab issues
  • Fixed missing icebergs
  • Fixed small static rocks occasionally spawning midair
add_circle

Features

  • Added websocket rcon
  • Added reactive target deployable for target practice
  • Added entity destruction tracking (error when destroyed incorrectly)
  • Added decal.cache convar (refresh every frame vs. only when marked as dirty)
arrow_circle_up

Improvements

  • Updated EAC
  • Rcon things during load
  • Linux server now works (!)
  • Completely retired stability warmup on server start (much faster startup time)
  • Load balancer takes more time per frame when working off large queue backlogs
  • Made the kill console command kill immediately (instead of entering wounded state)
handyman

Fixed

  • Fixed Thomson skin icons
  • Fixed armored foundation steps removing the sides of attached foundations
  • Fixed game object hierarchy errors caused by pooling when disabling player models
  • Fixed active item not dropping when killed without entering the wounded state first
  • Fixed trees, ores, barrels and collectables sometimes spawning midair near rocks
  • Fixed cargo plane propellers not fading into fog
remove_circle

Removed

  • Removed dynamic memory allocations from the deferred decal refresh
add_circle

Features

  • Added connection queue
  • Added new building conditional model system (performance, reliability, visuals)
  • Added placeholder geometry to buildings while their skin is loading
arrow_circle_up

Improvements

  • New seed planting sound
  • New spear throw sound
  • Right clicking items with loot open moves them to loot
  • Right clicking items in clothes slots moves them to the inventory
  • Right clicking items in the belt bar moves them to inventory
  • Improved and tweaked terrain shore wetness
  • Beachside objects, like rocks and driftwood, now getting wetness
  • Updated wood hammer vm anims
  • Reduced stuttering caused by entity despawning when leaving networking groups
  • Load balanced worker items are processed by priority
  • Made mesh batch refreshes faster in certain situations
  • Made external walls and window bars use the simplified building block entity
  • Converted entity events from OnDestroy to DoEntityDestroy (modders beware)
  • Retired “Construction Skin” physics layer (modders beware)
handyman

Fixed

  • Fixed unreliable saving