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Changes

What’s changed on Rust in each patch.

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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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Features

  • Added entity pooling support to storage boxes
  • Added experimental player mesh pooling (pool.players, disabled by default)
  • Added deferred mesh decals
  • Added LR300
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Improvements

  • Enabled entity pooling by default on 64 bit systems
  • Enabled sound pooling by default on 64 bit systems
  • Optimized entity realm list access on client and server
  • Optimized door animator initialization when entity pooling is enabled
  • Load balanced building block skin creation
  • Load balanced destruction of all client side entities
  • New collectable pickup sounds (mushroom, stones, stumps)
  • New research table sounds
  • Misc sound tweaks & polish
  • Optimized ragdoll visibility updates
  • Increased flashlight emission point brightness
  • Decreased flashlight beam brightness
  • Sleeping bags are pickupable
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Fixed

  • Fixed expensive UI rebuilds whenever a player or sleeper was received
  • Fixed expensive UI rebuilds whenever a shot was fired
  • Fixed several “Can not play disabled audio source” warnings
  • Fixed a bug where some sounds wouldn’t play with sound pooling enabled
  • Fixed bug where sleep anim would sometimes play when the player jumped in/out of water
  • Fixed see through walls caused by Motion Blur or TSSAA
  • Fixed terrain shadows
  • Fixed skin lighting
  • Fixed visual artifacts on some glsl challenged drivers (OpenGL)
  • Fixed stretched river flows on Hapis
  • Fixed god rays when revz is enabled
  • Fixed invisible helicopter gibs if destroyed far away
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Features

  • Added Research Bench
  • Added Research Paper
  • Added entity pooling (pool.entities convar, disabled by default for now)
  • Added some server side interaction checks to nearly all interactions
  • Added additional line segment to projectile and melee hit LOS check
  • Added additional info to server log when rejecting attacks for LOS violations
  • Added attack verification to launcher weapons
  • Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
  • Added meleearmor, arrowarmor, bulletarmow and bleedingarmor server convars
  • Added admin vis.lineofsight server convar (debugging)
  • Added admin vis.protection client convar (debugging)
  • Added admin printinput and printhead console commands (debugging)
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Improvements

  • Updated to Unity 5.4.0p1
  • Better volume balance and general polish on ambient sounds
  • Better, more varied bullet flybys and ricochets
  • Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
  • More woody knock and less tearing on tree impacts
  • Footstep polish and consistency
  • Bush rustles have a lot shorter fade in and sound more natural
  • Misc small sound tweaks, volume balance, and polish
  • Increased time between songs
  • Never play songs before the min song gap has elapsed
  • Large Box unlocks at level 9 (was 10)
  • Research Bench unlocks at level 10 (was 17)
  • Made holosight easier to see through
  • Combat log now also contains rejected attacks with a reason for rejection
  • Disabled pool.skins on the server by default (doesn’t make much sense there)
  • Doubled projectile radius of shotgun buckshot and handmade shells
  • Increased rifle and pistol projectile base damage from 40 to 50
  • Adjusted bolt action damage so coffee can helmets let you barely survive one headshot
  • Increased effective distance of rifle bullets
  • Projectile LOS checks now use client side start position after verifying it
  • Attack LOS tickets are now clamped
  • Renamed pooling stat commands to print_memory, print_prefabs and print_assets
  • Split pool clear command into clear_memory, clear_prefabs and clear_assets
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Fixed

  • Fixed alt+enter related darkening
  • Fixed alt+enter related rocks missing terrain blend
  • Fixed candlehat/minerhat not working
  • Fixed player view direction sometimes not being shown correctly to other clients
  • Fixed some server side garbage collection spam from auto turrets
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Removed

  • Removed a few shitty bird stings and cricket loops
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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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