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Changes

What’s changed on Rust in each patch.

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Features

  • Added hemp seeds and hemp farming
  • Added anti hack kick counter to admin status command
  • Added another layer of fly hack protection
  • Added server side projectile speed verification
  • Added halterneck and skirt
  • Added water purifier
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Improvements

  • Optimized and improved 3rd person player animations
  • More sound mix tweaks
  • New fish caught sounds for traps
  • Decay states save and load on server restart
  • Decay uses less server memory
  • Building block decay timer correctly resets when fully repaired
  • Client load balancer pauses other work while network packets have to be processed
  • Repairing now requires all types of resources an object costs (instead of just one)
  • Plant skins use prefab pooling for performance
  • Plant server convars actually do what they claim to do
  • Wild corn and pumpkins always spawn next to rivers
  • Reduced driftwood decor object density
  • Dialed back tint randomization of wild hemp
  • Tightened valid cupboard placement angle
  • Powerline cables now cast shadows
  • Powerline cables are now affected by fog
  • Silencer durability increased
  • Silencer damage reduction slightly reduced
  • Can no longer codelock fish traps
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Fixed

  • Fixed viewmodels spazzing out for one frame when deployed
  • Fixed roof side conditional models occasionally missing on the client
  • Fixed entity pool warning when certain pine trees were destroyed
  • Fixed plant entity leak when their happiness was stuck around zero
  • Fixed planting and harvesting particle effect rotations
  • Fixed possible server side NaN / infinity positions of physics entities
  • Fixed world models, ragdolls and debris ignoring cave triggers
  • Fixed server projectiles like rockets ignoring cave triggers
  • Fixed floating deployables in caves
  • Fixed turret line of sight check in caves
  • Fixed patrol helicopter and turret not seeing and firing through fences
  • Fixed seam in river transition to ocean caused by fog
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Features

  • Added new Waterbarrel art
  • Added Fish Trap
  • Added various fish meat and constituent products
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Improvements

  • Lots of audio polish & mix tweaks
  • New footsteps w/ more variations per surface type
  • More bow & crossbow attack sound variations
  • Bear/wolf footsteps are audible from farther away
  • Procedural Map: Dungeon updates
  • Procedural Map: New powerline meshes
  • Procedural Map: New mountain types
  • Procedural Map: More distance between huge mountains
  • Procedural Map: Reduced water wave clipping
  • Procedural Map: More aggressive altitude based snow
  • Procedural Map: Snow patches of various sizes in the far north
  • Procedural Map: Micro cliffs can no longer spawn on roads
  • Procedural Map: Wild pumpkins and corn spawn more reliably
  • Procedural Map: Mushrooms spawn inside forests on ground patches with no grass
  • Procedural Map: Overall mushroom, pumpkin and corn populations are higher
  • Procedural Map: Airfield walls no longer float slightly above ground
  • Procedural Map: Loading time optimizations (mostly cliff and monument placement)
  • Procedural Map: Reduced overall bush and clutter rock density slightly
  • Procedural Map: Tweaked the size of driftwood spawn patches
  • Procedural Map: World size is now clamped between 1000 and 6000
  • Many food items now stack to 10
  • 556 stacks to 100
  • Charcoal stacks to 1000
  • Human meat reduces hydration
  • Reactive target cost reduction
  • Reactive target automatically resets after 6 seconds of being knocked down
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Fixed

  • Fixed movement being faster when walking diagonally
  • Fixed metal facemasks not always protecting against headshots
  • Procedural Map: Fixed rivers sometimes intersecting with dungeon sewer systems
  • Fixed helicopter gibs being destroyed by fire
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Features

  • Added wave displacement to water quality level 1
  • Added shadowmode convar to adjust sun shadow casting
  • Added additional procgen benchmarks
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Improvements

  • New eat/drink sounds
  • New flamethrower sounds
  • Optimized building block despawns some more
  • Optimized UI variable display code
  • Adjusted grass LODing (less upscaling on lower LODs)
  • Updated player preview idle
  • Limited shadow distance to 50 when shadow cascades are disabled
  • Icesheet prefabs use LOD grid
  • Improved aerial perspective density computation
  • Sun shadows disable completely when shadow distance is set to 0
  • Procgen benchmarks reset GC, LODs, grass, decor and tasks before every run
  • Stripped legacy fog modes from shader compilation and scenes
  • Made perf convar display async task queue when set to 6
  • Server restart command calls quit command after the timer reaches 0
  • Slightly higher starting calories
  • Map cost reduced to 1 paper
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Fixed

  • Fixed gradual ambience performance degradation bug
  • Fixed coroutine leak in entity particle emission
  • Fixed another performance issue when looking at players
  • Fixed tree culling performance issue caused by wind
  • Fixed horizon sky / water blending
  • Fixed that the door animation was stopped one frame too early
  • Fixed regression that sometimes skipped entity linking when building
  • Fixed entities not sending slot updates when server side changes are made
  • Fixed missing ignite and extinguish icons on small furnace
  • Fixed flames doing less damage to objects when sitting on stone/metal
  • Fixed water barrels not blocking building
  • Fixed water bucket having drink as default option (impossible to deselect)
  • Fixed being able to transfer water into an unheld bucket
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Features

  • Added benchmarks
  • Added projectile refraction when penetrating objects
  • Added player self interaction menu (currently only used for drinking)
  • Added Salt Water
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Improvements

  • Improved the performance of player and sleeper streaming from the server
  • Chat message UI objects are now pooled (less garbage collection)
  • Max Hydration halved
  • Max Calories halved
  • Bleeding damage quartered
  • Bota Bag can be filled from the world
  • Bota Bag cost reduction
  • Water does not provide health above 40hp
  • Moving around uses lots more calories/water
  • No sprinting when fully dehydrated
  • Increased storage capacity of Bucket/Barrel
  • Can drink from any body of water by looking at it and pressing E
  • Flamethrower finds ammo if put on belt
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Fixed

  • Fixed huge performance drops when looking at or nearby players in certain situations
  • Fixed deployment of boxes on shelves being annoying
  • Fixed certain deployables being placeable at unrealistic angles
  • Fixed a rare issue that could make code locks float when opening or closing doors
  • Fixed being able to loot through tiny slits between building block colliders
  • Fixed an issue that could make client side colliders have slightly incorrect positions
  • Fixed an issue that could make two C4s stick to each other and get stuck in the air
  • Fixed inconsistent bone scales between the player preview model and the player model
  • Fixed an issue where chat messages could overflow and use tons of memory
  • Fixed glitch causing glow on monument decals in OpenGL
  • Fixed sun flicker pattern on the horizon in OpenGL
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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
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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
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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

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