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Changes

What’s changed on Rust in each patch.

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Features

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

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    Dungeon art monthly progress
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    Weapon mods can both offset and scale all weapon stats
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    The restart console command now takes the number of seconds as an argument
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    The default restart timer is now 5 minutes instead of 60 seconds
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    Calling restart -1 cancels the server restart
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    Don’t try to update Steam stats if Steam is not initialized (server error)
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    Optimized entity linking on both client and server
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    Player model state is now updated and verified once per frame instead of once per tick
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    The object quality slider no longer uses far too low quality meshes at close range
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    Suicides are displayed in separate column in the stats console command
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    Weapon attachments are no longer invisible when attached to the held weapon
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    Increased projectile LOS penalty for player to player damage
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    Building blocks store a unique building ID
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    Buildings have to keep a distance of two meters between each other
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    Stripped the .prefab extension from death screen kill messages
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    Procedural Map: Increased distance between mountains
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    Procedural Map: Increased monument and road density
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    Procedural Map: Increased minimum powerline distance
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    Procedural Map: Tweaked airfield and cave monument topology
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    Procedural Map: Increased overall number of caves on the map
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    Procedural Map: Decreased minimum distance between caves
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    Procedural Map: Enabled shore wetness on the road material
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    Procedural Map: Tweaked water to landmass ratio
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    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
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    Fixed weapon hip aim cone parameter being ignored
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    Fixed that only the first weapon attachment was receiving the weapon aiming state
  • •
    Fixed projectile weapon repeat / reload delay inaccuracies
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    Fixed a no clipping exploit
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    Fixed an exploit to access the F1 menu admin tools
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    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
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    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
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    Added more inventory item pickup/drop sounds
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    Added projectile line of sight protection
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    Added additional entity info when projectiles are ignored by the server
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    Added player stall time to projectile desync server messages
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    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

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    New fish/meat cutting sounds
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    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
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    Fixed certain anti hack values not resetting on player disconnect
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    Fixed water catchers not taking any damage from explosions
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    Fixed water catchers taking very low damage from melee weapons
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    Fixed water catchers not using the load balanced LOD system
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    Fixed players and projectiles colliding with certain farmed plants
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    Fixed alt + enter crash
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    Fixed revz broken censor boxes
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    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

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    Added deployable decay to sleeping bags, tool cupboards, barricades and traps
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    Added server side stat tracking (separate for every server instance)
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    Added projectile line of sight tracking (no enforcement yet)
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    Added lineofsight_protection server convar (only toggles tracking for now)
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    Added decay.tick server startup parameter (specifies decay tick interval)
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Improvements

  • •
    Tool cupboards can be repaired
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    Increased available time to harvest plants before they die
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    Hemp can be harvested for reduced cloth when small
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    Ignore projectiles from stalled players
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    Take player lag into consideration for server side projectile speed verification
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    Projectile entity distance verification takes entity speed into account
  • •
    Include player and target names in server side projectile logs
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    No longer give anti hack violations to players that are stuck behind doors
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    Player animation tweaks
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Fixed

  • •
    Improved fly hack detection (fixed a potential false positive)
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    Fixed overly bright clouds at night
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    Fixed blurry Facepunch logo on low quality settings
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    Fixed issue that could render the water purifier invisible
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    Fixed issue where the water purifier bucket could not be interacted with
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    Fixed potential server crash caused by water bucket
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    Fixed line of sight loot exploits
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    Fixed exploit to disable gunshot sounds
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    Fixed survey charge particle effect rotation
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    Fixed estimated player velocity being extremely inaccurate during server lag
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    Fixed offset Holosights
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    Fixed issue with revz not being set causing rendering problems
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    Fixed revz darkening environment
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    Fixed revz player preview
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    Fixed revz deferred lighting and reflections
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    Fixed revz missing decals, player tags, holosight dot, lantern glass
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    Fixed revz missing heli body and heli interiors
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    Fixed revz painting signs
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    Fixed revz greyboxes not visible
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    Fixed revz horse hair, helicopter glass seen through objects
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    Fixed revz menus darkening water
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    Fixed horse hair discoloration
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    Fixed teddy bear mesh + material
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    Fixed water simulation issue causing seams in shore blend
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    Fixed speedtree billboards in d3d9
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    Fixed pitch black shadow on grass when shader level < 300
  • •
    Fixed pitch black horse lowest LOD mesh
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    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
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    Added anti hack kick counter to admin status command
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    Added another layer of fly hack protection
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    Added server side projectile speed verification
  • •
    Added halterneck and skirt
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    Added water purifier
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Improvements

  • •
    Optimized and improved 3rd person player animations
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    More sound mix tweaks
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    New fish caught sounds for traps
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    Decay states save and load on server restart
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    Decay uses less server memory
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    Building block decay timer correctly resets when fully repaired
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    Client load balancer pauses other work while network packets have to be processed
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    Repairing now requires all types of resources an object costs (instead of just one)
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    Plant skins use prefab pooling for performance
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    Plant server convars actually do what they claim to do
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    Wild corn and pumpkins always spawn next to rivers
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    Reduced driftwood decor object density
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    Dialed back tint randomization of wild hemp
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    Tightened valid cupboard placement angle
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    Powerline cables now cast shadows
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    Powerline cables are now affected by fog
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    Silencer durability increased
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    Silencer damage reduction slightly reduced
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    Can no longer codelock fish traps
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Fixed

  • •
    Fixed viewmodels spazzing out for one frame when deployed
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    Fixed roof side conditional models occasionally missing on the client
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    Fixed entity pool warning when certain pine trees were destroyed
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    Fixed plant entity leak when their happiness was stuck around zero
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    Fixed planting and harvesting particle effect rotations
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    Fixed possible server side NaN / infinity positions of physics entities
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    Fixed world models, ragdolls and debris ignoring cave triggers
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    Fixed server projectiles like rockets ignoring cave triggers
  • •
    Fixed floating deployables in caves
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    Fixed turret line of sight check in caves
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    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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Features

  • •
    Added new Waterbarrel art
  • •
    Added Fish Trap
  • •
    Added various fish meat and constituent products
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Improvements

  • •
    Lots of audio polish & mix tweaks
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    New footsteps w/ more variations per surface type
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    More bow & crossbow attack sound variations
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    Bear/wolf footsteps are audible from farther away
  • •
    Procedural Map: Dungeon updates
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    Procedural Map: New powerline meshes
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    Procedural Map: New mountain types
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    Procedural Map: More distance between huge mountains
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    Procedural Map: Reduced water wave clipping
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    Procedural Map: More aggressive altitude based snow
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    Procedural Map: Snow patches of various sizes in the far north
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    Procedural Map: Micro cliffs can no longer spawn on roads
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    Procedural Map: Wild pumpkins and corn spawn more reliably
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    Procedural Map: Mushrooms spawn inside forests on ground patches with no grass
  • •
    Procedural Map: Overall mushroom, pumpkin and corn populations are higher
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    Procedural Map: Airfield walls no longer float slightly above ground
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    Procedural Map: Loading time optimizations (mostly cliff and monument placement)
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    Procedural Map: Reduced overall bush and clutter rock density slightly
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    Procedural Map: Tweaked the size of driftwood spawn patches
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    Procedural Map: World size is now clamped between 1000 and 6000
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    Many food items now stack to 10
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    556 stacks to 100
  • •
    Charcoal stacks to 1000
  • •
    Human meat reduces hydration
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    Reactive target cost reduction
  • •
    Reactive target automatically resets after 6 seconds of being knocked down
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Fixed

  • •
    Fixed movement being faster when walking diagonally
  • •
    Fixed metal facemasks not always protecting against headshots
  • •
    Procedural Map: Fixed rivers sometimes intersecting with dungeon sewer systems
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    Fixed helicopter gibs being destroyed by fire

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