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Changes

What’s changed on Rust in each patch.

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Features

  • Added soft target impact sounds for a bunch of melee weapons
  • Added underwater world FX.
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Improvements

  • New m249 sounds
  • New snow and sand impact sounds
  • Lots of impact sound adjustments and fixes
  • New player body fall sounds
  • New player fall damage sounds
  • New stone external gate sounds
  • Cancelled crafts don't break the max stack rules
  • Pie menu sounds obey volume controls
  • New key bind (input) system
  • New window shutter sounds
  • New corpse fly swarm sounds
  • Adjusted bandage sounds
  • Adjusted ambient sounds
  • Adjusted large fire sounds
  • Improved skin shader
  • Improved snow FX.
  • Improved rain fullscreen FX.
  • Erm, dungeons greybox.
  • Reload happens automatically when switching ammo types
  • Reloading with only one ammo type is more responsive
  • Shotgun shell has +2 pellets
  • Eoka spread increased
  • Eoka damage increased
  • Handmade shell pellets doubled
  • Handmade shell damage per pellet halved
  • Melee range increased across the board
  • Lowered eoka cost
  • Ambient light improvements
  • All-new coastline generation
  • Big water streams towards the outer realms of the main island
  • Landmass bias towards the center of the island
  • Chance for small isolated islands off coast
  • Highland cliffs and canyons
  • New underwater environments (placeholder art)
  • Revamped tundra environment (placeholder art)
  • Snow biome is restricted to mountain tops
  • Rock material improvements
  • More natural mountain, hill and lake blending
  • Less artificial prefab terrain blending
  • Occasional barrels around powerlines
  • Slightly improved river-ocean transition
  • Better prefab mountains
  • Better lighthouse spawn rules
  • Better player spawn positions
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Fixed

  • Fixed real player names showing in corpse loot during streamer mode
  • Fixed steam inventory breaking with more than 128 items
  • Fixed weapons effects firing twice (!)
  • Fixed external gates frequently not playing open/close sounds
  • Fixed water bugs in DX9
  • Fixed water performance issues in quality 1 and 2
  • Fixed unlootable items if thrown under quarry hopper
  • Fixed rapidfire bow exploit
  • Fixed rockets detonating on shooter if fired while moving forward
  • Fixed repair door exploit
  • Fixed shelves being too strong (can now melee them)
  • Fixed key lock LOD causing it to disappear too soon
  • Fixed various building exploits
  • Fixed various deployable exploits
  • Fixed various LOD and batching issues
  • Fixed missing building gibs in certain situations
  • Fixed roofs being cheaper and more stable than walls (now identical)
  • Fixed admin cheat noclipping (antihack.admincheat convar)
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Features

  • Added a maxthreads convar (defaults to 8)
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Improvements

  • AK47 mesh updated
  • Bone club throwable
  • Atlased building parts
  • Atlased perimeter walls (stone/wood)
  • Large wood storage (chest) re-skin
  • Lantern optimizations
  • Made building in caves much more solid and enjoyable
  • Building deployables can now be rotated on placement by looking left and right
  • Enabled radial damage line of sight checks on the landmine
  • Landmine and timed explosives now use more robust line of sight checks
  • New ambient sound system
  • Lots of new ambient sounds
  • Lowgrade fuel craft sessions yield 4 instead of 3
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Fixed

  • LOD holes fixed on doorways (wood/metal)
  • Fixed field of view exploit
  • Fixed grass removal exploit
  • Fixed various “sphere test failed” building placement errors
  • Fixed various building block stacking exploits
  • Fixed a number of building deployable stacking exploits
  • Fixed various building block stability exploits
  • Fixed various issues that caused building stability to be unreliable
  • Fixed various cases where buildings would not update the stability of connected blocks
  • Fixed a regression that could make batched renderers invisible for a short time
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Removed

  • Removed extra 5m tool cupboard placement prevention buffer
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Features

  • Added additional randomization to mining resources (server.salt convar)
  • Added murmur hashing for platform independent, reproducible hashes
  • Added pork
  • Added global.timewarning
  • Added window shutters
  • Added window embrasures
  • Added stone gate
  • Added shelves
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Improvements

  • Made static decor placement more resistant to mismatches
  • Made snow jacket single item with skins
  • Server query responds with misc server performance stats
  • Chat input is correctly limited
  • Unlocked doors can be picked up
  • Couple of generic texture improvements
  • Foundation.steps metal and stone hollowed
  • eoka spread reduced
  • spear charge time reduced
  • broken items can be researched
  • item condition accounts for 50% inverse instead of 100% of success chance
  • stone spear takes wooden spear
  • slightly reduced bullet damage
  • bone knife & eoka no longer fill up the uncommon spawn table (now common)
  • mace, longsword, large cleaver now uncommon instead of rare
  • salvaged sword common
  • higher chance for usable weapons/tools in radtowns
  • drastically reduced ammo found with weapons in radtowns
  • lowered ammo in found weapons
  • can no longer place campfires, furnaces, stashes under water
  • Bone club view model anim updates
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Fixed

  • Fixed sentry triangle foundation exploit
  • Fixed warehouse monument physic material
  • Fixed particles being far too bright at dusk and dawn
  • Fixed water not drawing on map
  • Fixed some sounds not adhering to volume control
  • Fixed shadow related memory leak (unity update)
  • turret exploits fixed
  • craft return exploits fixed
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Removed

  • Removed a bunch of bush game objects from the server
  • Doors are now craftable items (removed from planner)
  • Window bars are now craftable items (removed from planner)
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Features

  • Added SaveList diagnostics to dump command
  • Added in game bug reporter (F7)
  • Added grass.displace (1|0)
  • Added network cache (better server performance)
  • Added bullet ricochet sounds
  • Added small stash dig sound
  • Added building upgrade sounds
  • Added large wood gate sounds
  • Added prefab preprocessing step to loading screen (prefabwarmup 1|0)
  • Added mesh batching to pumpjack and quarry
  • Added diagnostics to server spawn handler report
  • Added socket mod names to the socket placement fail messages
  • Added test radiation zone to CraggyIsland
  • Added seasonal lanterns
  • Added shadow settings to options menu
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Improvements

  • Rivers match ocean
  • Fogged rivers and lakes
  • Reduced the likelyhood of being kicked by VAC timeouts
  • Improved SQLite performance
  • Improved AI performance, allocations
  • New construction sounds
  • New melee cloth impact sounds
  • New melee grass impact sounds
  • Salvaged icepick deploy sound polish pass
  • Super distant gunshot sound polish pass
  • Rock sound doesn’t sound as much like a landslide
  • New survey charge sounds
  • Console text only refreshes if the console is visible
  • Console receives messages that have been logged before it has been opened
  • Ambient sounds load in a background thread
  • LOD grid no longer logs errors when objects move their cell
  • Switched building colliders to the new, more accurate collision system
  • Enabled server side collider batching by default
  • Switched server side line of sight / distance checks to the entity API
  • Updated EAC
  • Invalidate network cache properly when looting
  • server.save ccommand does a clean save (skips caching)
  • Server shutdown saves skip caching
  • Moved F2 options menu to main menu
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Fixed

  • Fixed phantom playermodels
  • Fixed NRE when using give commands
  • Fixed EAC errors
  • Fixed pool sometimes not setting recycled pointer to null
  • Fixed doors not shutting clientside on first use
  • Fixed random “Look rotation viewing vector is zero” warnings
  • Fixed DDraw shader (old one was deprecated in Unity 5.2)
  • Fixed foundation pickaxe exploit
  • Fixed rocket and grenade damage against structures
  • Fixed mining quarry / pump jack sounds not turning off properly
  • Fixed mining quarry / pump jack sound pitch modifiers not being applied
  • Fixed radiation overlay never stopping its most recent sound
  • Fixed barricade / spikes / compound wall damage trigger effects
  • Fixed barricade placement on terrain being a pain in the ass
  • Fixed lantern sound errors
  • Fixed lantern spawning in the lit state
  • Fixed various sound issues when using prefab pooling
  • Fixed various sound issues related to voice limiting
  • Fixed grass hovering slightly above ground
  • Fixed forest grass texture stretching
  • Fixed supply signal effect instantiation errors
  • Fixed sound template serialization errors
  • Fixed various inaccurate building deploy volumes
  • Fixed building part rotation exploits
  • Fixed foundation cupboard exploits
  • Fixed server side batched colliders not refreshing after building part rotation
  • Fixed client not updating building block grades / protection properties locally
  • Fixed various building stability weirdnesses
  • Fixed furnace light shadows not fading out
  • Fixed potential NREs in server RPCs
  • Fixed trees being impossible to gather from if not standing at their base
  • Fixed certain situations that could spawn incorrect decals / particles
  • Fixed server DDOS by creating RPC errors
  • Fixed stability not always updating when placing new blocks
  • Fixed UI disappearing after pressing F4 or F9
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Features

  • Added server side collider batching to work around the Unity collider limit
  • Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds
  • Added pooling support to all LOD components
  • Bean can & f1 grenades - Added hold state & anim while aiming
  • Added correct AI obstacle shapes to building pieces
  • Added deploy volume that uses the newly added unified entity OBB
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Improvements

  • Roof blocks are cheaper
  • Roof blocks are tougher
  • NPCs die of starvation more
  • Completely reworked entity visibility queries, fixing various issues along the way
  • Server time warnings show whether it was caused by a garbage collection
  • Server console show garbage collection count
  • Optimized dynamic memory allocations when refreshing grass meshes
  • Objects created by the protobuffer system use a pool
  • Protobuffers write directly to the network stream, instead of creating a byte[]
  • Increased calorie consumption
  • Hammer - smoothed out anim speeds
  • SMG - dryfire fix
  • Sound volumes use a scale that is closer to how humans hear
  • Set up third person reload sounds again
  • Toned down wounded heartbeat sound
  • Gunshots and explosions duck other sounds slightly
  • Rocket flight is audible from farther away
  • First pass at silenced gunshots
  • New thunder sounds
  • New door impact sounds
  • New tree impact sounds
  • Bush rustle sound tweaks
  • Calmed reverb tail wander on gunshots and explosions down a touch
  • Sound templates are pooled
  • Arrows, spears and sign world models gibs
  • Auto saves are every 10 minutes instead of every 5
  • Developer 1 only works if you're a developer/admin
  • Updated EAC
  • Errors/Exceptions are highlighted red in the server console
  • Errors/Exceptions on server log the stacktrace too
  • Improved gib performance
  • Impact effects now get the exact terrain material at impact (sand, dirt, …)
  • Fireballs use better sound balancing (client side performance)
  • Run the garbage collector in the loading screen (join, respawn)
  • Clamp AF between 1 and 16 (fixes silent errors)
  • Updated CraggyIsland (dev test map)
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Fixed

  • Fixed some effects not being recycled
  • Fixed ragdolls not inheriting effects (blood disappear on death)
  • Fixed arrows being almost impossible to fire through window bars
  • Fixed cliffs never switching to lower LODs
  • Fixed being able to loot a corpse from far away
  • Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds
  • Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot
  • Salvaged sword - fixed snapping on hit reactions
  • Fixed query throttle not working
  • Fixed crash in status console command
  • Fixed building stability issues caused by collider batching
  • Fixed entity collision event not resolving batched colliders
  • Fixed water level test for entities with zero bounds
  • Fixed terrain alpha cutoff range being too far away
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Removed

  • Fixed effects dying when target object was removed