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Changes

What’s changed on Rust in each patch.

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Features

  • Added additional randomization to mining resources (server.salt convar)
  • Added murmur hashing for platform independent, reproducible hashes
  • Added pork
  • Added global.timewarning
  • Added window shutters
  • Added window embrasures
  • Added stone gate
  • Added shelves
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Improvements

  • Made static decor placement more resistant to mismatches
  • Made snow jacket single item with skins
  • Server query responds with misc server performance stats
  • Chat input is correctly limited
  • Unlocked doors can be picked up
  • Couple of generic texture improvements
  • Foundation.steps metal and stone hollowed
  • eoka spread reduced
  • spear charge time reduced
  • broken items can be researched
  • item condition accounts for 50% inverse instead of 100% of success chance
  • stone spear takes wooden spear
  • slightly reduced bullet damage
  • bone knife & eoka no longer fill up the uncommon spawn table (now common)
  • mace, longsword, large cleaver now uncommon instead of rare
  • salvaged sword common
  • higher chance for usable weapons/tools in radtowns
  • drastically reduced ammo found with weapons in radtowns
  • lowered ammo in found weapons
  • can no longer place campfires, furnaces, stashes under water
  • Bone club view model anim updates
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Fixed

  • Fixed sentry triangle foundation exploit
  • Fixed warehouse monument physic material
  • Fixed particles being far too bright at dusk and dawn
  • Fixed water not drawing on map
  • Fixed some sounds not adhering to volume control
  • Fixed shadow related memory leak (unity update)
  • turret exploits fixed
  • craft return exploits fixed
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Removed

  • Removed a bunch of bush game objects from the server
  • Doors are now craftable items (removed from planner)
  • Window bars are now craftable items (removed from planner)
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Features

  • Added SaveList diagnostics to dump command
  • Added in game bug reporter (F7)
  • Added grass.displace (1|0)
  • Added network cache (better server performance)
  • Added bullet ricochet sounds
  • Added small stash dig sound
  • Added building upgrade sounds
  • Added large wood gate sounds
  • Added prefab preprocessing step to loading screen (prefabwarmup 1|0)
  • Added mesh batching to pumpjack and quarry
  • Added diagnostics to server spawn handler report
  • Added socket mod names to the socket placement fail messages
  • Added test radiation zone to CraggyIsland
  • Added seasonal lanterns
  • Added shadow settings to options menu
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Improvements

  • Rivers match ocean
  • Fogged rivers and lakes
  • Reduced the likelyhood of being kicked by VAC timeouts
  • Improved SQLite performance
  • Improved AI performance, allocations
  • New construction sounds
  • New melee cloth impact sounds
  • New melee grass impact sounds
  • Salvaged icepick deploy sound polish pass
  • Super distant gunshot sound polish pass
  • Rock sound doesn’t sound as much like a landslide
  • New survey charge sounds
  • Console text only refreshes if the console is visible
  • Console receives messages that have been logged before it has been opened
  • Ambient sounds load in a background thread
  • LOD grid no longer logs errors when objects move their cell
  • Switched building colliders to the new, more accurate collision system
  • Enabled server side collider batching by default
  • Switched server side line of sight / distance checks to the entity API
  • Updated EAC
  • Invalidate network cache properly when looting
  • server.save ccommand does a clean save (skips caching)
  • Server shutdown saves skip caching
  • Moved F2 options menu to main menu
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Fixed

  • Fixed phantom playermodels
  • Fixed NRE when using give commands
  • Fixed EAC errors
  • Fixed pool sometimes not setting recycled pointer to null
  • Fixed doors not shutting clientside on first use
  • Fixed random “Look rotation viewing vector is zero” warnings
  • Fixed DDraw shader (old one was deprecated in Unity 5.2)
  • Fixed foundation pickaxe exploit
  • Fixed rocket and grenade damage against structures
  • Fixed mining quarry / pump jack sounds not turning off properly
  • Fixed mining quarry / pump jack sound pitch modifiers not being applied
  • Fixed radiation overlay never stopping its most recent sound
  • Fixed barricade / spikes / compound wall damage trigger effects
  • Fixed barricade placement on terrain being a pain in the ass
  • Fixed lantern sound errors
  • Fixed lantern spawning in the lit state
  • Fixed various sound issues when using prefab pooling
  • Fixed various sound issues related to voice limiting
  • Fixed grass hovering slightly above ground
  • Fixed forest grass texture stretching
  • Fixed supply signal effect instantiation errors
  • Fixed sound template serialization errors
  • Fixed various inaccurate building deploy volumes
  • Fixed building part rotation exploits
  • Fixed foundation cupboard exploits
  • Fixed server side batched colliders not refreshing after building part rotation
  • Fixed client not updating building block grades / protection properties locally
  • Fixed various building stability weirdnesses
  • Fixed furnace light shadows not fading out
  • Fixed potential NREs in server RPCs
  • Fixed trees being impossible to gather from if not standing at their base
  • Fixed certain situations that could spawn incorrect decals / particles
  • Fixed server DDOS by creating RPC errors
  • Fixed stability not always updating when placing new blocks
  • Fixed UI disappearing after pressing F4 or F9
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Features

  • Added server side collider batching to work around the Unity collider limit
  • Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds
  • Added pooling support to all LOD components
  • Bean can & f1 grenades - Added hold state & anim while aiming
  • Added correct AI obstacle shapes to building pieces
  • Added deploy volume that uses the newly added unified entity OBB
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Improvements

  • Roof blocks are cheaper
  • Roof blocks are tougher
  • NPCs die of starvation more
  • Completely reworked entity visibility queries, fixing various issues along the way
  • Server time warnings show whether it was caused by a garbage collection
  • Server console show garbage collection count
  • Optimized dynamic memory allocations when refreshing grass meshes
  • Objects created by the protobuffer system use a pool
  • Protobuffers write directly to the network stream, instead of creating a byte[]
  • Increased calorie consumption
  • Hammer - smoothed out anim speeds
  • SMG - dryfire fix
  • Sound volumes use a scale that is closer to how humans hear
  • Set up third person reload sounds again
  • Toned down wounded heartbeat sound
  • Gunshots and explosions duck other sounds slightly
  • Rocket flight is audible from farther away
  • First pass at silenced gunshots
  • New thunder sounds
  • New door impact sounds
  • New tree impact sounds
  • Bush rustle sound tweaks
  • Calmed reverb tail wander on gunshots and explosions down a touch
  • Sound templates are pooled
  • Arrows, spears and sign world models gibs
  • Auto saves are every 10 minutes instead of every 5
  • Developer 1 only works if you're a developer/admin
  • Updated EAC
  • Errors/Exceptions are highlighted red in the server console
  • Errors/Exceptions on server log the stacktrace too
  • Improved gib performance
  • Impact effects now get the exact terrain material at impact (sand, dirt, …)
  • Fireballs use better sound balancing (client side performance)
  • Run the garbage collector in the loading screen (join, respawn)
  • Clamp AF between 1 and 16 (fixes silent errors)
  • Updated CraggyIsland (dev test map)
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Fixed

  • Fixed some effects not being recycled
  • Fixed ragdolls not inheriting effects (blood disappear on death)
  • Fixed arrows being almost impossible to fire through window bars
  • Fixed cliffs never switching to lower LODs
  • Fixed being able to loot a corpse from far away
  • Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds
  • Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot
  • Salvaged sword - fixed snapping on hit reactions
  • Fixed query throttle not working
  • Fixed crash in status console command
  • Fixed building stability issues caused by collider batching
  • Fixed entity collision event not resolving batched colliders
  • Fixed water level test for entities with zero bounds
  • Fixed terrain alpha cutoff range being too far away
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Removed

  • Fixed effects dying when target object was removed
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Features

  • Added holosight weapon mod
  • Added admin.mutevoice <player>
  • Added admin.unmutevoice <player>
  • Added admin.mutechat <player>
  • Added admin.unmutechat <player>
  • Added indexes to databases
  • Added global.streamermode <0|1>
  • Added flags for client side effects and attacks to projectiles
  • Added memory usage/garbage collections to perf 2/3
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Improvements

  • Upgraded to Unity 5.2.0
  • Updated how we define ironsights to be more accurate
  • Can wear hats with bandanas
  • Unified viewmodel FOVs
  • Can drop weapon attachments on weapons to equip
  • Weapon slots shown on icon
  • Weapon attachment sounds when attaching
  • Weapon attachments now lose condition
  • Admin give commands can take a partial item name
  • Show last death info on server join (if there is one)
  • Improved screen overlay shaders (normal mapping, dynamic lighting)
  • Improved deferred decal system (ambient light, reflection probes, emission maps)
  • Improved non-authoritative client side projectile prediction
  • Disabled small furnace smoke because it looked weird
  • Made building LOD switches more accurate
  • Increased the LOD and batching grid size (faster LOD refreshes, less draw calls)
  • Optimized UI event system (saves 1-2ms per frame)
  • Wood type gate ingame
  • Improved external wall stone visuals/barbwire on top deals damage
  • You can do "spectate @<name>" to spectate non player entities
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Fixed

  • Fixed various mid-gameplay stuttering issues (some improvements require 64bit)
  • Fixed allowed to put any item inside weapon slots
  • Fixed signs sometimes having no image
  • Fixed weapon attachments disappearing after walking a long way
  • Fixed NRE disconnect in NetworkDestroy
  • Fixed a condition where the player could get stuck in a wounded state
  • Fixed arrow disappearing in bow viewmodel
  • Fixed pumpkin falling through world
  • Fixed death screen sometimes not showing
  • Fixed menu music playing over loading music
  • Fixed projectile tracers ending one frame too early
  • Fixed certain far objects being temporarily invisible between spawning and batching
  • Fixed airdrops being allowed to drop on powerlines
  • Fixed beartrap looking unarmed when it was armed
  • Fixed opening chat when typing in the console
  • Fixed holdtype could be wrong on initial encounters
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Features

  • Added frosty breath when temperature drops
  • Added weapon attachment: Silencer
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Improvements

  • New SavasIsland_koth no-build map
  • Hapis Island finally spawns barrels again
  • Improved large furnace VFX
  • Improved small furnace VFX
  • Lowered field rocks
  • Reduced waterside rock scale
  • Tweaked per-biome forest shape, size and frequency
  • Cliffside topology (to be used for new object spawns)
  • Support for empty topologies (relevant for custom maps)
  • Wood barricades can be penetrated by certain rifle bullets and shotgun slugs
  • Twig building parts can be penetrated by all bullet types
  • Increased health of twig building parts from 5 to 10
  • Reduced the penetration power of arrows and throwables
  • Improved sky reflections
  • Smoothed server/client time sync
  • Censor shader no longer falls back to a black rectangle on low shader LODs
  • Server events like the airdrop are no longer always triggered after a server restart
  • Spectating first person now views through target's eyes
  • Pressing F4 will take a screenshot with and without the HUD
  • Pressing F9 will take a screenshot 5x your resolution (buggy as hell tho)
  • Raid camera automatically hides the HUD and has smoothing
  • Tweaked viewmodel aiming to reduce jitter at lower framerates
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Fixed

  • Fixed muzzle flash positions on some weapons
  • Fixed worldmodel collisions for some dropped weapons
  • Fixed player eye brightness
  • Fixed dropping blueprint on item sometimes combining/stacking them

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