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Changes
What’s changed on Rust in each patch.
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Patch Name
Devblog 99
Changelist Title
Changelog
date_range
Thursday, February 25, 2016
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Features
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Added websocket rcon
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Added reactive target deployable for target practice
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Added entity destruction tracking (error when destroyed incorrectly)
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Added decal.cache convar (refresh every frame vs. only when marked as dirty)
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Improvements
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Updated EAC
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Rcon things during load
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Linux server now works (!)
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Completely retired stability warmup on server start (much faster startup time)
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Load balancer takes more time per frame when working off large queue backlogs
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Made the kill console command kill immediately (instead of entering wounded state)
handyman
Fixed
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Fixed Thomson skin icons
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Fixed armored foundation steps removing the sides of attached foundations
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Fixed game object hierarchy errors caused by pooling when disabling player models
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Fixed active item not dropping when killed without entering the wounded state first
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Fixed trees, ores, barrels and collectables sometimes spawning midair near rocks
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Fixed cargo plane propellers not fading into fog
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Removed
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Removed dynamic memory allocations from the deferred decal refresh
Patch Name
Devblog 98
Changelist Title
Changelog
date_range
Thursday, February 18, 2016
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Features
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Added connection queue
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Added new building conditional model system (performance, reliability, visuals)
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Added placeholder geometry to buildings while their skin is loading
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Improvements
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New seed planting sound
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New spear throw sound
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Right clicking items with loot open moves them to loot
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Right clicking items in clothes slots moves them to the inventory
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Right clicking items in the belt bar moves them to inventory
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Improved and tweaked terrain shore wetness
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Beachside objects, like rocks and driftwood, now getting wetness
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Updated wood hammer vm anims
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Reduced stuttering caused by entity despawning when leaving networking groups
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Load balanced worker items are processed by priority
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Made mesh batch refreshes faster in certain situations
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Made external walls and window bars use the simplified building block entity
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Converted entity events from OnDestroy to DoEntityDestroy (modders beware)
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Retired “Construction Skin” physics layer (modders beware)
handyman
Fixed
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Fixed unreliable saving
Patch Name
Devblog 97
Changelist Title
Changelog
date_range
Thursday, February 11, 2016
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Features
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Added skins
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Added "ent who" command for admins (echos entity creator)
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Added command "clear" to clear the console
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Added command "copy" to copy the console to clipboard
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Improvements
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New rock/concrete melee impact sounds
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Enabled server violation score kicking by default
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Re-enabled prefab pooling (performance)
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Made pool.prefabs and pool.assets console commands take an optional filter argument
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Tweaked external wall gate LOD ranges
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Converted all deployables to the planner system (quality of life)
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Improved server side building decay performance
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Allowed tree.quality and mesh.quality convars to be > 100
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Made mesh and tree qualities > 100 push back billboard and cull distances
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Wall frame inserts do the same construction layer checks as walls
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Improved and optimized rainfall shader
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Improved anti-aliasing
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Tweaked important textures to work with trilinear filtering and anisotropic
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Increased resolution on some props with extremely low resolution textures
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Improved skin shader
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Brought back and improved shore wetness
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Metal facemask protection levels lowered to that of chestplate
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Codelock does higher shock damage for wrong codes
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External wall health balance
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Updated weapon mod icons
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Updated EAC
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Updated to Unity 5.3.2p3
handyman
Fixed
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Fixed invisible external wall gate doors in the distance
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Fixed invisible barricades in the distance
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Fixed decay points on interior foundations being buggy and unreliable
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Fixed various deployable placement exploits on walls and rocks
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Fixed some shader bugs in large monuments
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Fixed low resolution terrain rocks
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Fixed runtime shader errors causing invisible objects on Linux
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Fixed culling not working properly on some objects
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Fixed helicopter windows and rotors now fade into fog properly
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Fixed horse hair to not fading into fog properly
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Fixed DDOS amplification exploit in steam query
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Fixed calling some RPCs when dead
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Removed
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Removed hand snapping into view on hatchet vm attack & hit anims
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Removed traps deployables from common loot table (bp only)
Patch Name
Devblog 96
Changelist Title
Changelog
date_range
Thursday, February 4, 2016
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Features
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Added sounds for all the new building parts
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Added building stability serialization (faster server restarts and stability refreshes)
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Improvements
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Item icons + data now build to the right folder
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Network backend optimizations
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New floor frames (grill and hatch)
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Reduced video memory overhead by 144 MB
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All collectables now use the load balanced LOD system
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Updated some remaining physics calls to the new Unity physics API
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Tweaked distribution of rocks and bushes
handyman
Fixed
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Fixed cupboard gib errors
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Fixed water rendering error when screen size is reported as zero
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Fixed warehouse floor decal
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Fixed foundation stair placement being blocked next to triangle foundations
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Fixed triangle foundation placement being blocked beneath floors
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Removed
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Removed cui.test
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Removed a worst-case second raycast in the game trace code
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Fixed potential signage NRE when server database was deleted
Patch Name
Devblog 95
Changelist Title
Changelog
date_range
Thursday, January 28, 2016
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Features
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Added refresh_renderers console command (refreshes client renderer batches)
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Added refresh_colliders console command (refreshes server collider batches)
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Added various batching convars to customize client and server mesh batching
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Added mesh batching to static quarry and pumpjack
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Added scope
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Improvements
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Dungeons LODs and lower batches improvements
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Rocks LOD distance optimizations
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New wall frames and wall frame blocks
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Spectating admins are no longer networked
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Enabled low vertex compression on all models
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Updated steamworks to fix a problem with win32
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Updated to Unity 5.3.2.p1
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Pumpkin plants live a max 7 seasons
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Pumpkin plants live a max 3 harvests
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Optimized pumpkin plant LODs more aggressively
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RCon is started immediately on server startup
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Item icons and info are now dumped into Bundles/items/
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RPC Cache memory optimizations
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Network + Save cache memory optimizations
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Made player movement more direct by removing horizontal camera smoothing
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Server collider batches split when their vertex count gets too high
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Improved laser and flashlight beam
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Made flashlight beam invisible when looking dead at it
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Flashlight beam has shadow texture
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Narrowed flashlight beam in 1p/3p to 45 degrees
handyman
Fixed
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Fixed bug reporter errors
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Fixed bind so that the second argument no longer needs quotes
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Fixed occasional single frame UI text corruption
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Fixed some UI elements being out of line
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Fixed some LookingAt inaccuracy issues
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Fixed missing or incorrect animal footsteps on a number of surface types
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Fixed raid tower exploit using shelves
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Fixed sleeping bag deployable and foundation exploits
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Fixed transparent surface and particle atmospheric scattering
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Fixed ambient lighting for particles and low quality speedtree fallbacks
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Fixed being able to put codelock on airdrops
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