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Changes

What’s changed on Rust in each patch.

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Features

  • •
    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)
  • •
    Added decal.cache convar (refresh every frame vs. only when marked as dirty)
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Improvements

  • •
    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)
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Fixed

  • •
    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
  • •
    Fixed cargo plane propellers not fading into fog
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Removed

  • •
    Removed dynamic memory allocations from the deferred decal refresh
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Features

  • •
    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
  • •
    Right clicking items in clothes slots moves them to the inventory
  • •
    Right clicking items in the belt bar moves them to inventory
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    Improved and tweaked terrain shore wetness
  • •
    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)
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Fixed

  • •
    Fixed unreliable saving
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Features

  • •
    Added skins
  • •
    Added "ent who" command for admins (echos entity creator)
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    Added command "clear" to clear the console
  • •
    Added command "copy" to copy the console to clipboard
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Improvements

  • •
    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
  • •
    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
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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
  • •
    Fixed DDOS amplification exploit in steam query
  • •
    Fixed calling some RPCs when dead
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Removed

  • •
    Removed hand snapping into view on hatchet vm attack & hit anims
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    Removed traps deployables from common loot table (bp only)
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Features

  • •
    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
  • •
    Updated some remaining physics calls to the new Unity physics API
  • •
    Tweaked distribution of rocks and bushes
handyman

Fixed

  • •
    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

  • •
    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
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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
  • •
    Added scope
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Improvements

  • •
    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
  • •
    Narrowed flashlight beam in 1p/3p to 45 degrees
handyman

Fixed

  • •
    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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