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Changes

What’s changed on Rust in each patch.

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Improvements

  • If the player is sleeping and is farther than playercull.maxSleeperDist, disable them</li>
  • If the player is alive and is farther than playercull.maxPlayerDist, disable them</li>
  • If the player is closer than playercull.minCulldist, force enable them</li>
  • If we are aiming in the general direction of the other player, force enable them</li>
  • If the other player is aiming in our general direction, force enable them</li>
  • If the player is behind us, disable them.
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Features

  • Added more detailed logging to server side attack and projectile verification
  • Added Player culling, 20-30% performance gains on populated servers
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Improvements

  • Vm beancan animation updates
  • Buckshot has slightly randomized velocity (no effect on damage, purely visual)
  • Improved server side melee and projectile line of sight verification
  • Improved server side entity distance and position verification when attacked
  • Improved server side weapon cooldown verification
  • New sounds for double barrel shotgun
  • Improved performance for visible players and animals
  • Supply Signal drop zone has 20m random radius
  • Supply Signals found less often
  • Flamethrowers found less often
  • Double barrel shotgun damage multiplier increased from 0.75 to 1.0
  • Double barrel shotgun spread increased
  • Double barrel refire rate decreased from 1.0 to 0.5
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Fixed

  • Fixed server lag being included in server side player desync calculation
  • Fixed some situations that could cause “invalid projectile: Missing ID”
  • Fixed projectiles sometimes being destroyed completely when penetrating an object
  • Fixed code locks only being accessible from one side when attached to gates
  • Fixed exploit that allowed floor stacking into floor frames by rotating walls
  • Fixed being able to interact with objects while wounded
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Removed

  • Removed garbage from Supply Drop loot table
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Features

  • Added hurt admin console command (takes amount of damage as parameter)
  • Improved player preview lighting; added anti-aliasing
  • Added Satchel Charge
  • Added XP earners for healing other players
  • Added Double Barrel Shotgun
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Improvements

  • Full clothing and armor balancing pass (15% more body damage when fully geared)
  • Protections from clothing and armor now add up (all slots required for max protection)
  • Bleeding is displayed as total damage that will be applied over the bleeding duration
  • Increased bleeding rate to 20 damage per minute (instead of barely any at all)
  • Increased bleeding from weapons to 20% of the applied damage
  • Revive takes 6 seconds to complete (holding down E)
  • Cannot move while reviving
  • Revive attempts delay player death
  • Bandage and syringe no longer revive players
  • Increased player wounded time (now 40-50 seconds)
  • Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds
  • Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25)
  • Pressing R rotates placement guide of deployables and building blocks
  • Server now verifies projectile path between checkpoints (anti hack)
  • Projectiles can be picked up immediately after they hit something
  • Combat log now correctly displays the last 30 entries
  • Combat log now includes the ammo type
  • Semi auto pistol now holds 10 rounds (from 8)
  • Revolver now holds 8 rounds (from 6)
  • Improved rendering performance again
  • Can sprint with crossbow again
  • Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow
  • More than halved crafting time for Explosives and Gunpowder
  • Slightly increased cost of beancan grenades
  • Reduced cost of C4 by 20%
  • Armored door available at level 17
  • Shelves unlock at Level 5 + 80% cheaper
  • Reduced metal cost of woodwire, metal barricades
  • Reduced level requirements of wood, woodwire, metal barricades + spike trap
  • Autoturret health increased to 1000
  • Autoturret damage increased 50%
  • Autoturret protection from satchels/beancans increased 50%
  • Loot tables for radtowns handcrafted and contain less junk
  • Ammo stacks can be found in radtowns
  • Max condition of items is shown as a red bar
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Fixed

  • Fixed semi auto pistol doing 39.99 damage instead of 40.00
  • Fixed being unable to bandage other players
  • Fixed feet hitboxes being outside of the collision bounds on wounded players
  • Fixed rock box stacking exploits
  • Fixed grenade viewmodel sometimes getting stuck in throwing animation
  • Fixed layer toggle with no name in F1 tools
  • Fixed player jump animation not playing
  • Fixed flow around player preview
  • Fixed Hapis lake waves
  • Fixed TSSAA flickering when switching items
  • Fixed revz not defaulting to 1 when client cfg is missing
  • Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago
  • Fixed explosive rounds dealing double explosive damage
  • Fixed weapon viewmodels sometimes being partially see-through (exploit)
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Removed

  • Removed Gathering diminishing xp from other players (more xp sooner)
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Features

  • Added server side combat log (access with combatlog console command)
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Improvements

  • Vm grenade anim updates
  • Improved graphics performance again
  • Reduced max projectile damage falloff over distance
  • Increased projectile damage falloff distance
  • Increased effective distance, projectile velocity and damage of semi auto rifle
  • Spears use arrow damage type when thrown
  • Throwables now use their own damage multipliers
  • Twig building tier takes damage from arrows again
  • Thrown items lose condition on impact and break when their condition reaches zero
  • Thrown items no longer randomly break and disappear
  • Grenades stack to 5
  • Grenades can be dropped with right click
  • When looking at constructions, right click attaches grenades to them
  • Grenades don’t do splash damage to constructions when attached
  • Improved skinned mesh collider performance
  • Benchmark scenes force deterministic RNG results
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Fixed

  • Fixed TSSAA related dark screen bug on OSX/GL
  • Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
  • Fixed being able to build bridges with picture frames
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Removed

  • Removed bullet damage type from all throwables
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Features

  • Added arrow damage type (so armor can specify separate protection values)
  • Added new faster option for reflections (now default)
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Improvements

  • Melee weapons now hit centre of the screen again
  • Pickaxe viewmodel is now the right way round
  • Longer crossbow deploy
  • Structures no longer take any damage from arrows
  • Cupboards no longer require a huge distance from walls on placement
  • Cupboards can no longer be placed on foundation stairs (exploit fix)
  • Projectile velocity is no longer randomised (no longer causes random damage)
  • Projectile damage falls off linearly with distance (after initial max damage distance)
  • Reduced shotgun buckshot headshot damage multiplier
  • Reduced crossbow headshot damage multiplier (now identical to bow)
  • Changed the assigned body parts of some lower body player bones (more accurate)
  • Sprinting blocked while reloading Crossbow
  • Crossbow deploy length extended
  • Neck is no longer considered as a headshot
  • Crafting cost reduced for many melee weapons (mid/late game)
  • High end weapons found slightly less often in radtowns (bolt/ak)
  • Trash piles refresh their contents (and xp) more often
  • Can no longer stuff random items into loot boxes to prevent them despawning
  • Town sign cost decrease
  • Crude oil will once again spawn from oil barrels
  • Ceiling lights are cheaper and cast more light
  • Lanterns/Ceiling lights use much less fuel
  • Roadsign armour is more expensive (resources)
  • Xp from barrels is only awarded if the destroyer is nearby (no more sniping barrels for xp)
  • Small stash cost reduced to 10 cloth
  • Sentry gun unlocks at level 18 instead of 24
  • Lasersight unlocks at 24 instead of 25
  • Wood doors much more vulnerable to explosives
  • Resource providing ownership share increased to 50% (was 20%)
  • Xp gain when another player kills an animal using your tool
  • Doubled max XP for smashing barrels and finding loot crates (less falloff at higher levels)
  • Increased gathering max xp by 50% ( less falloff at higher levels )
  • Increased xp earn rate from others gathering wood/nodes
  • Reduced overall surface shader complexity
  • Reduced water shader complexity
  • Optimised bloom: now ~30% faster
  • Optimised climate color grade LUT blending (5x faster)
  • Now disabling climate LUT blend when color grading is off
  • Optimised eye adaptation (2x faster)
  • Default water quality now set to 1
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Fixed

  • Fixed patrol helicopter guns not doing any damage to building blocks
  • Fixed exception when shooting head protective gear that’s fully broken
  • Fixed rocket LOS check false positives on some building parts
  • Fixed missing bone ID of some animal skeleton bones (game manifest)
  • Fixed helicopter loot crates being empty sometimes
  • Fixed black graphic distortion in dungeon tunnels
  • Fixed some trees not using normal map properly
  • Fixed revz missing name plates in OpenGL

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