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Changes

What’s changed on Rust in each patch.

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Features

  • Added physics sounds for in world items
  • Added more inventory item pickup/drop sounds
  • Added projectile line of sight protection
  • Added additional entity info when projectiles are ignored by the server
  • Added player stall time to projectile desync server messages
  • Added projectile_desync server convar (max allowed client desync)
  • Added new F1 tools tab for admins (toggle object visibility)
  • Added water caustics
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Improvements

  • New fish/meat cutting sounds
  • Resources can now also spawn inside the tool cupboard radius
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Fixed

  • Fixed performance issues caused by an entity leak at the center of the map
  • Fixed certain anti hack values not resetting on player disconnect
  • Fixed water catchers not taking any damage from explosions
  • Fixed water catchers taking very low damage from melee weapons
  • Fixed water catchers not using the load balanced LOD system
  • Fixed players and projectiles colliding with certain farmed plants
  • Fixed alt + enter crash
  • Fixed revz broken censor boxes
  • Fixed revz water splashes and other refractions
  • Fixed revz underwater thickness
  • Fixed revz d3d9 issues; flickering sky, holosight, blinds artifacts
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Features

  • Added deployable decay to sleeping bags, tool cupboards, barricades and traps
  • Added server side stat tracking (separate for every server instance)
  • Added projectile line of sight tracking (no enforcement yet)
  • Added lineofsight_protection server convar (only toggles tracking for now)
  • Added decay.tick server startup parameter (specifies decay tick interval)
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Improvements

  • Tool cupboards can be repaired
  • Increased available time to harvest plants before they die
  • Hemp can be harvested for reduced cloth when small
  • Ignore projectiles from stalled players
  • Take player lag into consideration for server side projectile speed verification
  • Projectile entity distance verification takes entity speed into account
  • Include player and target names in server side projectile logs
  • No longer give anti hack violations to players that are stuck behind doors
  • Player animation tweaks
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Fixed

  • Improved fly hack detection (fixed a potential false positive)
  • Fixed overly bright clouds at night
  • Fixed blurry Facepunch logo on low quality settings
  • Fixed issue that could render the water purifier invisible
  • Fixed issue where the water purifier bucket could not be interacted with
  • Fixed potential server crash caused by water bucket
  • Fixed line of sight loot exploits
  • Fixed exploit to disable gunshot sounds
  • Fixed survey charge particle effect rotation
  • Fixed estimated player velocity being extremely inaccurate during server lag
  • Fixed offset Holosights
  • Fixed issue with revz not being set causing rendering problems
  • Fixed revz darkening environment
  • Fixed revz player preview
  • Fixed revz deferred lighting and reflections
  • Fixed revz missing decals, player tags, holosight dot, lantern glass
  • Fixed revz missing heli body and heli interiors
  • Fixed revz painting signs
  • Fixed revz greyboxes not visible
  • Fixed revz horse hair, helicopter glass seen through objects
  • Fixed revz menus darkening water
  • Fixed horse hair discoloration
  • Fixed teddy bear mesh + material
  • Fixed water simulation issue causing seams in shore blend
  • Fixed speedtree billboards in d3d9
  • Fixed pitch black shadow on grass when shader level < 300
  • Fixed pitch black horse lowest LOD mesh
  • Fixed ocean and rivers not showing specular highlights for secondary lights
  • Fixed research table glass shader
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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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