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Changes

What’s changed on Rust in each patch.

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Features

  • •
    Added entity pooling support to storage boxes
  • •
    Added experimental player mesh pooling (pool.players, disabled by default)
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    Added deferred mesh decals
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    Added LR300
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Improvements

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    Enabled entity pooling by default on 64 bit systems
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    Enabled sound pooling by default on 64 bit systems
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    Optimized entity realm list access on client and server
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    Optimized door animator initialization when entity pooling is enabled
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    Load balanced building block skin creation
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    Load balanced destruction of all client side entities
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    New collectable pickup sounds (mushroom, stones, stumps)
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    New research table sounds
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    Misc sound tweaks & polish
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    Optimized ragdoll visibility updates
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    Increased flashlight emission point brightness
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    Decreased flashlight beam brightness
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    Sleeping bags are pickupable
handyman

Fixed

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    Fixed expensive UI rebuilds whenever a player or sleeper was received
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    Fixed expensive UI rebuilds whenever a shot was fired
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    Fixed several “Can not play disabled audio source” warnings
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    Fixed a bug where some sounds wouldn’t play with sound pooling enabled
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    Fixed bug where sleep anim would sometimes play when the player jumped in/out of water
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    Fixed see through walls caused by Motion Blur or TSSAA
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    Fixed terrain shadows
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    Fixed skin lighting
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    Fixed visual artifacts on some glsl challenged drivers (OpenGL)
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    Fixed stretched river flows on Hapis
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    Fixed god rays when revz is enabled
  • •
    Fixed invisible helicopter gibs if destroyed far away
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Features

  • •
    Added Research Bench
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    Added Research Paper
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    Added entity pooling (pool.entities convar, disabled by default for now)
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    Added some server side interaction checks to nearly all interactions
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    Added additional line segment to projectile and melee hit LOS check
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    Added additional info to server log when rejecting attacks for LOS violations
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    Added attack verification to launcher weapons
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    Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
  • •
    Added meleearmor, arrowarmor, bulletarmow and bleedingarmor server convars
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    Added admin vis.lineofsight server convar (debugging)
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    Added admin vis.protection client convar (debugging)
  • •
    Added admin printinput and printhead console commands (debugging)
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Improvements

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    Updated to Unity 5.4.0p1
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    Better volume balance and general polish on ambient sounds
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    Better, more varied bullet flybys and ricochets
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    Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
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    More woody knock and less tearing on tree impacts
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    Footstep polish and consistency
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    Bush rustles have a lot shorter fade in and sound more natural
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    Misc small sound tweaks, volume balance, and polish
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    Increased time between songs
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    Never play songs before the min song gap has elapsed
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    Large Box unlocks at level 9 (was 10)
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    Research Bench unlocks at level 10 (was 17)
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    Made holosight easier to see through
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    Combat log now also contains rejected attacks with a reason for rejection
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    Disabled pool.skins on the server by default (doesn’t make much sense there)
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    Doubled projectile radius of shotgun buckshot and handmade shells
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    Increased rifle and pistol projectile base damage from 40 to 50
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    Adjusted bolt action damage so coffee can helmets let you barely survive one headshot
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    Increased effective distance of rifle bullets
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    Projectile LOS checks now use client side start position after verifying it
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    Attack LOS tickets are now clamped
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    Renamed pooling stat commands to print_memory, print_prefabs and print_assets
  • •
    Split pool clear command into clear_memory, clear_prefabs and clear_assets
handyman

Fixed

  • •
    Fixed alt+enter related darkening
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    Fixed alt+enter related rocks missing terrain blend
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    Fixed candlehat/minerhat not working
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    Fixed player view direction sometimes not being shown correctly to other clients
  • •
    Fixed some server side garbage collection spam from auto turrets
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Removed

  • •
    Removed a few shitty bird stings and cricket loops
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Improvements

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    If the player is sleeping and is farther than playercull.maxSleeperDist, disable them</li>
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    If the player is alive and is farther than playercull.maxPlayerDist, disable them</li>
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    If the player is closer than playercull.minCulldist, force enable them</li>
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    If we are aiming in the general direction of the other player, force enable them</li>
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    If the other player is aiming in our general direction, force enable them</li>
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    If the player is behind us, disable them.
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Features

  • •
    Added more detailed logging to server side attack and projectile verification
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    Added Player culling, 20-30% performance gains on populated servers
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Improvements

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    Vm beancan animation updates
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    Buckshot has slightly randomized velocity (no effect on damage, purely visual)
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    Improved server side melee and projectile line of sight verification
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    Improved server side entity distance and position verification when attacked
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    Improved server side weapon cooldown verification
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    New sounds for double barrel shotgun
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    Improved performance for visible players and animals
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    Supply Signal drop zone has 20m random radius
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    Supply Signals found less often
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    Flamethrowers found less often
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    Double barrel shotgun damage multiplier increased from 0.75 to 1.0
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    Double barrel shotgun spread increased
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    Double barrel refire rate decreased from 1.0 to 0.5
handyman

Fixed

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    Fixed server lag being included in server side player desync calculation
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    Fixed some situations that could cause “invalid projectile: Missing ID”
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    Fixed projectiles sometimes being destroyed completely when penetrating an object
  • •
    Fixed code locks only being accessible from one side when attached to gates
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    Fixed exploit that allowed floor stacking into floor frames by rotating walls
  • •
    Fixed being able to interact with objects while wounded
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Removed

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    Removed garbage from Supply Drop loot table
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Features

  • •
    Added hurt admin console command (takes amount of damage as parameter)
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    Improved player preview lighting; added anti-aliasing
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    Added Satchel Charge
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    Added XP earners for healing other players
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    Added Double Barrel Shotgun
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Improvements

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    Full clothing and armor balancing pass (15% more body damage when fully geared)
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    Protections from clothing and armor now add up (all slots required for max protection)
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    Bleeding is displayed as total damage that will be applied over the bleeding duration
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    Increased bleeding rate to 20 damage per minute (instead of barely any at all)
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    Increased bleeding from weapons to 20% of the applied damage
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    Revive takes 6 seconds to complete (holding down E)
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    Cannot move while reviving
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    Revive attempts delay player death
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    Bandage and syringe no longer revive players
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    Increased player wounded time (now 40-50 seconds)
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    Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds
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    Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25)
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    Pressing R rotates placement guide of deployables and building blocks
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    Server now verifies projectile path between checkpoints (anti hack)
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    Projectiles can be picked up immediately after they hit something
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    Combat log now correctly displays the last 30 entries
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    Combat log now includes the ammo type
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    Semi auto pistol now holds 10 rounds (from 8)
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    Revolver now holds 8 rounds (from 6)
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    Improved rendering performance again
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    Can sprint with crossbow again
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    Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow
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    More than halved crafting time for Explosives and Gunpowder
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    Slightly increased cost of beancan grenades
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    Reduced cost of C4 by 20%
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    Armored door available at level 17
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    Shelves unlock at Level 5 + 80% cheaper
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    Reduced metal cost of woodwire, metal barricades
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    Reduced level requirements of wood, woodwire, metal barricades + spike trap
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    Autoturret health increased to 1000
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    Autoturret damage increased 50%
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    Autoturret protection from satchels/beancans increased 50%
  • •
    Loot tables for radtowns handcrafted and contain less junk
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    Ammo stacks can be found in radtowns
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    Max condition of items is shown as a red bar
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Fixed

  • •
    Fixed semi auto pistol doing 39.99 damage instead of 40.00
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    Fixed being unable to bandage other players
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    Fixed feet hitboxes being outside of the collision bounds on wounded players
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    Fixed rock box stacking exploits
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    Fixed grenade viewmodel sometimes getting stuck in throwing animation
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    Fixed layer toggle with no name in F1 tools
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    Fixed player jump animation not playing
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    Fixed flow around player preview
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    Fixed Hapis lake waves
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    Fixed TSSAA flickering when switching items
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    Fixed revz not defaulting to 1 when client cfg is missing
  • •
    Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago
  • •
    Fixed explosive rounds dealing double explosive damage
  • •
    Fixed weapon viewmodels sometimes being partially see-through (exploit)
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Removed

  • •
    Removed Gathering diminishing xp from other players (more xp sooner)

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