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Changes

What’s changed on Rust in each patch.

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Features

  • Added server side melee attack verification (distances, line of sight)
  • Added lag compensation to server side projectile firing rate
  • Added decay to more deployables
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Improvements

  • Hapis/Savas Maintenance update and bug fixes
  • Changed the flyhack_protection default value to 2
  • Changed decay.scale convar to affect both delay and duration
  • Opening storage containers resets decay on them
  • Doors only reset decay on building blocks that belong to the same building
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Fixed

  • Fixed large scale occlusion (graphics.lso) not working in some cases
  • Fixed various false positives with flyhack_protection set to 2
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Features

  • Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
  • Added flyhack_protection mode 2
  • Added experimental large scale occlusion
  • Added Muzzle Booster
  • Added Muzzle Brake
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Improvements

  • Dungeon art monthly progress
  • Weapon mods can both offset and scale all weapon stats
  • The restart console command now takes the number of seconds as an argument
  • The default restart timer is now 5 minutes instead of 60 seconds
  • Calling restart -1 cancels the server restart
  • Don’t try to update Steam stats if Steam is not initialized (server error)
  • Optimized entity linking on both client and server
  • Player model state is now updated and verified once per frame instead of once per tick
  • The object quality slider no longer uses far too low quality meshes at close range
  • Suicides are displayed in separate column in the stats console command
  • Weapon attachments are no longer invisible when attached to the held weapon
  • Increased projectile LOS penalty for player to player damage
  • Building blocks store a unique building ID
  • Buildings have to keep a distance of two meters between each other
  • Stripped the .prefab extension from death screen kill messages
  • Procedural Map: Increased distance between mountains
  • Procedural Map: Increased monument and road density
  • Procedural Map: Increased minimum powerline distance
  • Procedural Map: Tweaked airfield and cave monument topology
  • Procedural Map: Increased overall number of caves on the map
  • Procedural Map: Decreased minimum distance between caves
  • Procedural Map: Enabled shore wetness on the road material
  • Procedural Map: Tweaked water to landmass ratio
  • Halved (more or less) attachment costs
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Fixed

  • Fixed bug where a gun’s magazine would spawn out of thin air in 1st person during reload
  • Fixed weapon hip aim cone parameter being ignored
  • Fixed that only the first weapon attachment was receiving the weapon aiming state
  • Fixed projectile weapon repeat / reload delay inaccuracies
  • Fixed a no clipping exploit
  • Fixed an exploit to access the F1 menu admin tools
  • Fixed being able to stack boxes partially inside walls
  • Fixed admins getting violations when disabling no clipping while moving very fast
  • Fixed sign update issues for clients with slow connections
  • Procedural Map: Fixed holes in mountains
  • Fixed revz related particle issues; e.g. missing fly swarm
  • Fixed scattering related particle issues
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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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