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Changes

What’s changed on Rust in each patch.

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Features

  • •
    Added Water Bottle viewmodel
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    Added pooling support to client side lock entities
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Improvements

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    Improved bullet flyby playback
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    Tiny bit of misc sound polish
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    Reduced stuttering near bases
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    Revolver refire rate increased
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    Revolver aimcone increased
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    Revolver damage decreased very slightly
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    Combat log includes timestamp
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    Set pool.mode to 2 by default
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    Shelves can no longer be placed on deployables
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    Pumpkins can no longer be stacked
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    Made projectile anti hack stricter
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    Optimized player model and name tag scripts
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    Made debug.ambientvolumes dev-only (potential exploit)
handyman

Fixed

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    Fixed occlusion weirdness on a few sounds
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    Fixed a few weapons playing 3rd person reload sounds on deploy
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    Fixed some issues with pool.mode set to 2
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    Fixed rendering layers on some trees
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    Fixed client side socket handles sometimes not being destroyed
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    Fixed a small client side coroutine memory leak
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Removed

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    Removed ability to menu-drink from bota bag/water bottle
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Features

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    Added placement sounds for deployable building parts
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    Added Semi Auto Body (SAP/SAR component)
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    Added Food Box to Junk Piles
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    Added new full body hazmat suit
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    Added protection to wolf headdress
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Improvements

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    Optimized reverb zone triggers
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    River sounds come in and out more smoothly
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    Wounded screams stop on death
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    Viewmodel sound timing tweaks
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    Ambient sound timing tweaks
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    Misc sound polish
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    Rewrote network group updating (less traffic, more robust)
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    Enabled pool.player_model by default on 64bit systems
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    Shortened prefab names in print_prefabs console command
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    Optimized some light components
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    Rocket launcher costs more HQM
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    Rockets cost an additional pipe
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    Oil Barrel HP lowered to 50
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    Waterpipe shotgun no longer needs pipe (lol)
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    Flamethrower balance - Much more fuel needed to raid
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    Flamethrower stream graphics tighter
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    Reduced Spring and Sheet Metal HQM yield in recycler
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    Radiation has more of an exposure gradient
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    Reduced radpill spawns
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    SAR buffed
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    Reduced crafting costs of bone type armor
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Fixed

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    Fixed excess dsp usage on surround sound setups
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    Fixed physics sound lag when destroying loot boxes
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    Fixed placement effects spawning at the world origin when deploying objects to sockets
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    Fixed decor NRE with pool.mode set to 2
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    Fixed chat graphics issues with pool.mode set to 2
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    Fixed building placement guide with pool.mode set to 2
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    Fixed editor-only components being included in release build
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    Fixed empty update being called on hundreds of entities (overhead)
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Features

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    Added new lighthouses to Hapis Island
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    Added a new radtown to Hapis Island
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    Added integrated workshop
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    Added collared shirt
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    Added tanktop
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    Added shorts
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    Added silenced lr300 and mp5 gunshots
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    Added prefab pooling to building conditional models
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    Added prefab pooling to renderer batching
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    Added Component System
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    Added Recycler
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    Added Junkpiles
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    Added Radiation
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    Added loot scaling
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Improvements

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    Changed the Hapis Island tunnels to mineshaft networks
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    Maps no longer have fog of war
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    Sound occlusion enabled by default
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    No more hitmarkers when meleeing barrels
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    Updated bullet flyby sounds
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    Misc minor sound polish
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    Improved water rendering and culling
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    Optimized terrain and terrain-blended rock/cliff shaders
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    Disabled a few irrelevant warnings for non-developers
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    Optimized prefab pooling (more to come next week)
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    Spawn group respawn rates are now scaled with the player count
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    Disabled rain until we can re-enable its particle collisions
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Fixed

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    Fixed player eyes looking glossed over
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    Fixed players not blinking
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    Fixed players not looking around
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    Fixed clothing backfaces having weird lighting
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    Fixed incorrect network group subscriptions of players before spawn
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Removed

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    Removed XP System
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Features

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    Added opacity anti-aliasing to grass when TSSAA is enabled
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    Added map worldmodel + LODS
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Improvements

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    Environment volumes now eliminate ambient light when underground
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    Eliminated UI canvas overhead from grass displacement camera
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    Converted some component getters to pooled lists (less GC)
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    Stripped deployable component from entity instances (reduced memory usage)
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    Muzzle Brake has less of a aimcone penalty
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    Improved LR300 iron sights
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    All Pistols have drastically reduced draw time
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    Improved bolt action animations
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    Now drops map model
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    Planner/map player anims
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Fixed

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    Fixed skin lighting related issues
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Removed

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    Removed client missing gib warning when not running in dev mode
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    Removed server building privilege warning when not running in dev mode
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Features

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    Camera worldmodel added + LODS
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Improvements

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    New mp5 sounds
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    Misc sound voice count optimizations
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    Misc sound bugfixes
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    Improved and optimized rain effect
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    Improved map loading times
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    Enabled player collider and nametag pooling by default
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    world model for LR300 when dropped + LODS
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    world model for double shotgun when dropped + LODS
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    world model for bota bag when dropped + LODS
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    world model for silencer when dropped + LODS
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    world model for scope when dropped + LODS
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    world model for holosight when dropped + LODS
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    world model for muzzle boost when dropped + LODS
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    world model for muzzle brake when dropped + LODS
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    world model for building plan when dropped + LODS
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Fixed

  • •
    Fixed rare NRE with sentry turret
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    Fixed hit decals not showing on shadowed or unlit areas
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    Fixed underwater FX not showing
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    Fixed weapon attachments sliding when using TSSAA
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    Fixed a client side entity leak
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    Fixed an exploit that would bypass the server side attack verification
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    Fixed an exploit that would bypass the server side attack cooldown
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    Fixed the censorship cubes sometimes not showing when they should
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    Fixed rare NRE with the sign texture update

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