news
companion
mobile
Merch
Official Skins
Redeem
Buy Rust
Changes
What’s changed on Rust in each patch.
arrow_left
arrow_right
1
...
36
37
38
39
40
...
41
Patch Name
Devblog 98
Changelist Title
Changelog
date_range
Thursday, February 18, 2016
add_circle
Features
•
Added connection queue
•
Added new building conditional model system (performance, reliability, visuals)
•
Added placeholder geometry to buildings while their skin is loading
arrow_circle_up
Improvements
•
New seed planting sound
•
New spear throw sound
•
Right clicking items with loot open moves them to loot
•
Right clicking items in clothes slots moves them to the inventory
•
Right clicking items in the belt bar moves them to inventory
•
Improved and tweaked terrain shore wetness
•
Beachside objects, like rocks and driftwood, now getting wetness
•
Updated wood hammer vm anims
•
Reduced stuttering caused by entity despawning when leaving networking groups
•
Load balanced worker items are processed by priority
•
Made mesh batch refreshes faster in certain situations
•
Made external walls and window bars use the simplified building block entity
•
Converted entity events from OnDestroy to DoEntityDestroy (modders beware)
•
Retired “Construction Skin” physics layer (modders beware)
handyman
Fixed
•
Fixed unreliable saving
Patch Name
Devblog 97
Changelist Title
Changelog
date_range
Thursday, February 11, 2016
add_circle
Features
•
Added skins
•
Added "ent who" command for admins (echos entity creator)
•
Added command "clear" to clear the console
•
Added command "copy" to copy the console to clipboard
arrow_circle_up
Improvements
•
New rock/concrete melee impact sounds
•
Enabled server violation score kicking by default
•
Re-enabled prefab pooling (performance)
•
Made pool.prefabs and pool.assets console commands take an optional filter argument
•
Tweaked external wall gate LOD ranges
•
Converted all deployables to the planner system (quality of life)
•
Improved server side building decay performance
•
Allowed tree.quality and mesh.quality convars to be > 100
•
Made mesh and tree qualities > 100 push back billboard and cull distances
•
Wall frame inserts do the same construction layer checks as walls
•
Improved and optimized rainfall shader
•
Improved anti-aliasing
•
Tweaked important textures to work with trilinear filtering and anisotropic
•
Increased resolution on some props with extremely low resolution textures
•
Improved skin shader
•
Brought back and improved shore wetness
•
Metal facemask protection levels lowered to that of chestplate
•
Codelock does higher shock damage for wrong codes
•
External wall health balance
•
Updated weapon mod icons
•
Updated EAC
•
Updated to Unity 5.3.2p3
handyman
Fixed
•
Fixed invisible external wall gate doors in the distance
•
Fixed invisible barricades in the distance
•
Fixed decay points on interior foundations being buggy and unreliable
•
Fixed various deployable placement exploits on walls and rocks
•
Fixed some shader bugs in large monuments
•
Fixed low resolution terrain rocks
•
Fixed runtime shader errors causing invisible objects on Linux
•
Fixed culling not working properly on some objects
•
Fixed helicopter windows and rotors now fade into fog properly
•
Fixed horse hair to not fading into fog properly
•
Fixed DDOS amplification exploit in steam query
•
Fixed calling some RPCs when dead
remove_circle
Removed
•
Removed hand snapping into view on hatchet vm attack & hit anims
•
Removed traps deployables from common loot table (bp only)
Patch Name
Devblog 96
Changelist Title
Changelog
date_range
Thursday, February 4, 2016
add_circle
Features
•
Added sounds for all the new building parts
•
Added building stability serialization (faster server restarts and stability refreshes)
arrow_circle_up
Improvements
•
Item icons + data now build to the right folder
•
Network backend optimizations
•
New floor frames (grill and hatch)
•
Reduced video memory overhead by 144 MB
•
All collectables now use the load balanced LOD system
•
Updated some remaining physics calls to the new Unity physics API
•
Tweaked distribution of rocks and bushes
handyman
Fixed
•
Fixed cupboard gib errors
•
Fixed water rendering error when screen size is reported as zero
•
Fixed warehouse floor decal
•
Fixed foundation stair placement being blocked next to triangle foundations
•
Fixed triangle foundation placement being blocked beneath floors
remove_circle
Removed
•
Removed cui.test
•
Removed a worst-case second raycast in the game trace code
•
Fixed potential signage NRE when server database was deleted
Patch Name
Devblog 95
Changelist Title
Changelog
date_range
Thursday, January 28, 2016
add_circle
Features
•
Added refresh_renderers console command (refreshes client renderer batches)
•
Added refresh_colliders console command (refreshes server collider batches)
•
Added various batching convars to customize client and server mesh batching
•
Added mesh batching to static quarry and pumpjack
•
Added scope
arrow_circle_up
Improvements
•
Dungeons LODs and lower batches improvements
•
Rocks LOD distance optimizations
•
New wall frames and wall frame blocks
•
Spectating admins are no longer networked
•
Enabled low vertex compression on all models
•
Updated steamworks to fix a problem with win32
•
Updated to Unity 5.3.2.p1
•
Pumpkin plants live a max 7 seasons
•
Pumpkin plants live a max 3 harvests
•
Optimized pumpkin plant LODs more aggressively
•
RCon is started immediately on server startup
•
Item icons and info are now dumped into Bundles/items/
•
RPC Cache memory optimizations
•
Network + Save cache memory optimizations
•
Made player movement more direct by removing horizontal camera smoothing
•
Server collider batches split when their vertex count gets too high
•
Improved laser and flashlight beam
•
Made flashlight beam invisible when looking dead at it
•
Flashlight beam has shadow texture
•
Narrowed flashlight beam in 1p/3p to 45 degrees
handyman
Fixed
•
Fixed bug reporter errors
•
Fixed bind so that the second argument no longer needs quotes
•
Fixed occasional single frame UI text corruption
•
Fixed some UI elements being out of line
•
Fixed some LookingAt inaccuracy issues
•
Fixed missing or incorrect animal footsteps on a number of surface types
•
Fixed raid tower exploit using shelves
•
Fixed sleeping bag deployable and foundation exploits
•
Fixed transparent surface and particle atmospheric scattering
•
Fixed ambient lighting for particles and low quality speedtree fallbacks
•
Fixed being able to put codelock on airdrops
Patch Name
Devblog 94
Changelist Title
Changelog
date_range
Thursday, January 21, 2016
add_circle
Features
•
Added "ent kill" admin command
•
Added sphere entity for modders (assets/prefabs/visualization/sphere.prefab)
•
Added entity spawn console command (entity.create)
•
Added flashlight weapon mod
•
Added lasersight weapon mod
•
Added lighttoggle key
arrow_circle_up
Improvements
•
Doors open and close 2x faster
•
Sentry uses new AK47 model
•
LookingAt entity uses sphere cast
•
New rain effects
•
Can throw melee weapons while running
•
Animal animations are smoother
•
Material specific impact sounds for some weapons
•
Better tree impact sounds
•
New plant picking sounds
•
New semi-auto rifle sounds
•
Better foliage rustle sounds
•
Tree/bush leaf wind sounds audible from a shorter distance
•
Lots of small sound tweaks
•
Improved water reflection performance
•
Physics queries are no longer allocating memory
•
Batched building meshes refresh when building parts are rotated
•
Roofs can no longer be placed facing downwards
•
Reduced max placement distance of roofs
•
Signs can no longer be placed on players
•
Attachment costs reduced
•
Semi-auto rifle recoil more snappy
handyman
Fixed
•
Fixed RCon banning legit connections for 60 seconds
•
Fixed seeing through walls by resizing window to be long and thin
•
Fixed water reflections on OSX
•
Fixed skin shader on OSX and Linux
•
Fixed pink sky on Linux
•
Fixed new SSAO frame lag
•
Fixed new SSAO induced wall seethrough
•
Eoka ladder exploit fixed
arrow_left
arrow_right
1
...
36
37
38
39
40
...
41
Newsletter
Recieve monthly updates straight to your inbox