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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 116
Changelist Title
Changelog
date_range
Thursday, June 23, 2016
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Features
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Added protection against some exploits for construction placement inside rocks
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Added protection against a number of throw weapon hacks
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Improvements
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Updated EAC
handyman
Fixed
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Fixed flyhack_protection 2 false positive when jumping on floating ice caps
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Fixed projectile line of sight protection issue inside caves
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Fixed projectile line of sight protection issue on fence and twig building blocks
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Fixed rare false positives in the server side melee weapon repeat rate verification
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Fixed chain link fence exploits against turrets and the patrol helicopter
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Fixed issues when connecting to a server from the in-game main menu
Patch Name
Devblog 115
Changelist Title
Changelog
date_range
Thursday, June 16, 2016
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Features
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Added server side client tick flooding protection
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Added maxflood server convar (allowed player ticks per second)
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Added noclip_protection mode 3 (verifies movement on position curve)
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Added noclip_stepsize and noclip_maxsteps server convars
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Added back river flow
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Added river foam
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Improvements
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Changed decay of most deployables to 2 days delay and 2 days duration
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Changed decay of boxes and furnaces to 2 days delay and 4 days duration
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Changed default decay tick interval to 10 minutes
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Most deployables can now be repaired
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Terrain collision is now always reset when admin cheat is toggled
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Player position ticks are now processed as a curve on the server
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Increased strictness of fly and speed hack detection
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Improved color grading performance
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Improved ambient occlusion performance
handyman
Fixed
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Fixed incorrect collision meshes on twig roof sides
Patch Name
Devblog 114
Changelist Title
Changelog
date_range
Thursday, June 9, 2016
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Features
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Added server side melee attack verification (distances, line of sight)
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Added lag compensation to server side projectile firing rate
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Added decay to more deployables
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Improvements
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Hapis/Savas Maintenance update and bug fixes
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Changed the flyhack_protection default value to 2
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Changed decay.scale convar to affect both delay and duration
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Opening storage containers resets decay on them
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Doors only reset decay on building blocks that belong to the same building
handyman
Fixed
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Fixed large scale occlusion (graphics.lso) not working in some cases
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Fixed various false positives with flyhack_protection set to 2
Patch Name
Devblog 113
Changelist Title
Changelog
date_range
Thursday, June 2, 2016
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Features
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Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
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Added flyhack_protection mode 2
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Added experimental large scale occlusion
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Added Muzzle Booster
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Added Muzzle Brake
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Improvements
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Dungeon art monthly progress
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Weapon mods can both offset and scale all weapon stats
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The restart console command now takes the number of seconds as an argument
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The default restart timer is now 5 minutes instead of 60 seconds
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Calling restart -1 cancels the server restart
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Don’t try to update Steam stats if Steam is not initialized (server error)
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Optimized entity linking on both client and server
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Player model state is now updated and verified once per frame instead of once per tick
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The object quality slider no longer uses far too low quality meshes at close range
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Suicides are displayed in separate column in the stats console command
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Weapon attachments are no longer invisible when attached to the held weapon
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Increased projectile LOS penalty for player to player damage
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Building blocks store a unique building ID
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Buildings have to keep a distance of two meters between each other
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Stripped the .prefab extension from death screen kill messages
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Procedural Map: Increased distance between mountains
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Procedural Map: Increased monument and road density
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Procedural Map: Increased minimum powerline distance
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Procedural Map: Tweaked airfield and cave monument topology
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Procedural Map: Increased overall number of caves on the map
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Procedural Map: Decreased minimum distance between caves
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Procedural Map: Enabled shore wetness on the road material
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Procedural Map: Tweaked water to landmass ratio
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Halved (more or less) attachment costs
handyman
Fixed
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Fixed bug where a gun’s magazine would spawn out of thin air in 1st person during reload
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Fixed weapon hip aim cone parameter being ignored
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Fixed that only the first weapon attachment was receiving the weapon aiming state
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Fixed projectile weapon repeat / reload delay inaccuracies
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Fixed a no clipping exploit
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Fixed an exploit to access the F1 menu admin tools
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Fixed being able to stack boxes partially inside walls
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Fixed admins getting violations when disabling no clipping while moving very fast
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Fixed sign update issues for clients with slow connections
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Procedural Map: Fixed holes in mountains
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Fixed revz related particle issues; e.g. missing fly swarm
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Fixed scattering related particle issues
Patch Name
Devblog 112
Changelist Title
Changelog
date_range
Thursday, May 26, 2016
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Features
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Added physics sounds for in world items
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Added more inventory item pickup/drop sounds
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Added projectile line of sight protection
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Added additional entity info when projectiles are ignored by the server
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Added player stall time to projectile desync server messages
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Added projectile_desync server convar (max allowed client desync)
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Added new F1 tools tab for admins (toggle object visibility)
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Added water caustics
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Improvements
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New fish/meat cutting sounds
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Resources can now also spawn inside the tool cupboard radius
handyman
Fixed
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Fixed performance issues caused by an entity leak at the center of the map
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Fixed certain anti hack values not resetting on player disconnect
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Fixed water catchers not taking any damage from explosions
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Fixed water catchers taking very low damage from melee weapons
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Fixed water catchers not using the load balanced LOD system
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Fixed players and projectiles colliding with certain farmed plants
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Fixed alt + enter crash
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Fixed revz broken censor boxes
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Fixed revz water splashes and other refractions
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Fixed revz underwater thickness
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Fixed revz d3d9 issues; flickering sky, holosight, blinds artifacts
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