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Nerfed, Buffed, Balanced?

This month’s update brings buffs, nerfs, and balances! We address feedback from the Jungle update, improved indoor lighting and added a ton of QOL features

05 June 2025
DEVBLOG
One of the loudest bits of feedback we heard after last month's Jungle update: “I can’t find anything!” Fair. The jungle was a bit too good at being a jungle. Below are several key areas we've made improvements to.

Wild hemp has been reworked with taller stalks and purple flowers, so you can actually see it against the overgrowth. (Player-grown hemp remains unchanged.)
More ore nodes now spawn throughout the jungle thanks to increased rock formation density and a general boost to ore availability.
Berry bushes have their own dedicated Jungle population to help keep food distribution more even across the map.

Cars and bikes now spawn along jungle road sides, you’ll no longer feel stranded in the canopy.

Players no longer spawn directly in the jungle biome. It’ll still generate near spawn areas, but you won’t be dropped in the middle of the Jungle unless you choose to live there.

Additionally, we've added several new trees that did not quite make it into the initial release.

We’ve also made improvements on monument distribution. This has been a long-standing issue, and it worsened with last month's Jungle update. Good news, it's fixed! Overall, you can now expect a healthy increase in the number of monuments per map.

Some key highlights in the testing world sizes of 4500:
  • Airfield +37%
  • Trainyard +34%
  • Excavator +45%
  • Military Tunnels +28%
  • Powerplant +17%
  • Water Treatment +16%
  • Sewer Branch +14%
Overall, we hope all these changes bring Jungle into a balanced position.
I've made some changes to the incapacitate dart, making it less OP, but still useful. 

There's now a blur and dim effect instead of the full screen blackout, and the fade speed has been decreased.


The movement speed reduction duration has also been decreased from 6 to 4 seconds, to match the blur duration.
We have worked for the past couple of months on lighting improvements for the game interiors. 

Simply put, in the past, our lighting model would darken the entire world if you were located indoors. This caused disadvantage for players looking out and advantage for players looking in as the interiors were fully lit from outside.

Thanks to the efforts of the team, we now have a spatially aware solution to this problem that also brings some benefits such as soft physical transitions, in and out of interiors.

We are still improving this new system and while this goes on, some trickier interior spaces such as large pipes and complex cylindrical buildings remain on the old system, temporarily.
We’re making several changes to the silencer system this month, introducing two new silencer types, and making the existing silencer non-craftable (now renamed to Military Silencer).
The Soda Can Silencer is the cheapest to make (40 metal fragments, Workbench 1), and will last around 12 shots on an Assault Rifle firing standard rounds. It also mildly decreases shot damage and velocity.

The Oil Filter Silencer is a bit more expensive (10 HQM, Workbench 2), and will last for around 48 shots on an Assault Rifle firing standard rounds.

Both new silencers will apply a decrease to damage and velocity, compared to the Military Silencer.

Our goal here is to ensure Silencers remain a powerful tool for ambushes and surprise tactics, but don’t become a default tool to keep on your weapon during a full firefight. The existing Military Silencer’s durability is unchanged so it will still last quite a long time and should hopefully become a valuable item to find in high end monuments.
Seat swapping keybinds
New keybinds have been added to let you switch directly to specific seats in vehicles
Interaction crosshair
You can now customize how much information is displayed on your crosshair
HBHF Sensor
The range of the HBHF sensor can now be adjusted
Neon signs
New inputs have been added to neon signs, allowing you to control which frame is displayed
Propane Explosive Bomb
Propane explosive bomb crafting recipe no longer requires explosives
Monument Heaters
Heaters at the small and large oilrig now provide heat and comfort
Water Pump Protection
Pump health doubled
LR300 Rifle
Quicker LR300 deploy and improved animation
MP5 Durability
MP5 Durability increased, allowing for an additional 200 rounds before needing to be repaired
Vending Machine Order Editing
Can now edit orders in a vending machine without having to recreate them
Shelf pick up
Can now pickup shelves if they have nothing on them
IO Wire snapping
Hold Shift to snap wires horizontally and vertically in 90 degree increments
Lighting Polish
Wires, Most Electronics, and even some Light Fixtures have gotten visual update to make your base even more cozy.
I made some improvements to building this month. Our line of sight checks had some issues that often caused frustrating "Line of sight blocked" errors when building, even when placement seemed valid.

This is much better now, the checks are more forgiving and consistent.

Here are a few before/after examples:











This month, we’re expanding wallpaper to floors and ceilings. 

Wallpapers can now be applied to foundations, floors and roof building blocks. Like the original wallpapers, they are entirely visual and do not provide any additional protection.

We’ve also made significant improvements to its functionalities:
  • The wallpaper item is now the Wallpaper Tool
  • It works like a building plan and consumes cloth when placing wallpaper down
  • Walls, floors and ceilings have a different skin sets - each only works on its appropriate surface
  • You can select your skin using right click
  • You can easily reskin placed wallpaper by simply placing it again

The wallpaper tool includes 8 new default skins, 4 for floors and 4 for ceilings.

Floor & Ceiling Wallpaper Pack

In addition to the 8 floor and ceiling wallpaper skins unlocked by default, you can purchase the Floor & Ceiling Wallpaper Pack which features a hefty 34 extra floor and ceiling wallpaper skins for decorating your base. 
Skins included in the Floor & Ceiling Wallpaper Pack, as pictured above:

Floors
  • Carpet (2 variants)
  • Parquet Painted (3 variants)
  • Parquet Wood (4 variants)
  • Marble Tiles (2 variants)
  • Metal Treadplate
  • Asbestos Tiles (4 variants)
  • Tatami Mats

Ceilings
  • Plaster (2 variants)
  • Parquet Wood
  • Parquet Painted (5 variants)
  • Subway Tiles (5 variants)
  • Metal Sheets (3 variants)
  • Wood Beams and Plaster


The Floor & Ceiling Wallpaper Pack is available for purchase in-game or through the Steam Item Store
You can now drop items to the ground around you in the direction of your choosing.

I've added a new keybind option which you can set under the keybinds UI. Look for "Directional Drop".
With this key held, drag the item icon in the direction you wish to throw it - dragging directly up will throw it in front of you, dragging to the right will throw it to your side, etc.

To make it easier to drop items with a direction, holding the keybind also lets you drop items by dragging them anywhere on the UI, even over other inventory slots. This means you don't need to drag an item all the way off the inventory UI in the correct direction.  The item icon will turn red to show the item is always going to be dropped, not moved.
The TC friend list authing UI and functionality has now been extended to the Tugboat, making it much easier to auth your friends or team mates to your Tugboat.

I've made a couple more QOL upgrades to the recipe UI for these tables.

Any recipes that you currently have all the ingredients for will appear at the top of the list. This will also update as your inventory content changes.


Additionally, the colour of recipe text now also updates correctly with inventory changes instead of only when the UI is first opened. This also matches ingredient availability - recipes you have all the ingredients for are bright white, other recipes are grey.
Wooden external walls and gates can now be upgraded directly to the Adobe versions if you have the correct items in your inventory, without needing to go through the long winded process of upgrading to regular stone and then re-skinning them.

Large, non-pickup, deployed items can now be demolished using the hammer within 10 minutes of their placement.

The initial list includes:
  • Large Furnace
  • Refinery
  • Watchtower
  • Barricade variants
  • Wind turbine
  • Large paddling pool
  • Water catchers

You'll need building privilege to be able to demolish large deployables with the hammer. 
As a continued effort to add extra value into some older DLC, something members of the community have been asking for is a blue light to accompany the red, green and white lights in the Industrial Lights DLC pack that was released in November 2021. We’ve listened and have added it to the pack!
If you already own the Industrial Lights Pack, the new blue light skin will automatically be added as a proper skin option for the white Industrial Wall Light.

We’ve seen some very industrious ideas for the possibilities with this new light, and we can’t wait to see what the community comes up with. Check out the Industrial Lights pack here. 


The catapult is a fun tool for inflicting pain on your enemies, but it hasn’t fulfilled its potential without the Bee Bomb.

The Bee Bomb is a new Catapult Projectile. On impact, it will create Bee Swarms to attack your enemies. 
Earlier this year, we introduced a few new teas, but they were missing some key ingredients - namely, consistency. These teas didn’t have advanced or pure crafting options.

That’s now sorted.

Advanced and Pure variants have been added where they were missing for warming, cooling, harvesting, and crafting teas. These teas offer enhanced and longer duration of buffs. Some of the basic tiers have released a slight nerf.


We’ve taken a swing at reducing barricade spam in PvP fights - a bit too effective (and a bit too annoying).

The wooden barricade stack size has been halved from 10 to 5. This should help curb the Insta-maze spam in close quarters without gutting their utility entirely. You'll now have to use them more strategically. 
Barricades on train tracks will no longer stop trains dead in their tracks. You can still be a nuisance, just not a locomotive-destroying one.

Small changes, but they should make PvP a little less about throwing down walls and a bit more about the fight itself. We're not opposed to reducing the stack size down further, we'll be monitoring these changes closely. 
While creating the Advanced and Pure versions of the crafting tea, we noticed that the random chances weren't quite what we had initially planned when implementing the feature. We've made some adjustments to bring them in line with our original vision.


Old chances:
No slot: 50%
1 slot: 20%
2 slots: 10%
3 slots: 20%

New chances, no teas:
No slot: 50%
1 slot: 25%
2 slots: 15%
3 slots: 10%

New chances, Standard tea:
1 slot: 50%
2 slots: 30%
3 slots: 20%

New chances, Advanced tea:
2 slots: 60%
3 slots: 40%

New chances, Pure tea:
2 slots: 33%
3 slots: 66%
When using the wire tool, you can now snap your wires orthogonally by holding LEFT SHIFT. They also cleanly stop at wall corners.
Also works with hoses and pipes.
A new internal weapon attachment is available this month, allowing you to use the Ping system without having to switch to the binoculars. This should help players in teams more effectively call out locations and points of interest. Costs 10 HQM and 1 Tech Trash to craft and requires a Workbench 2.
Earlier this year, in the primitive update, we introduced bow turrets, which were added to support the primitive gamemode, but the vanilla meta has shifted to players spamming turrets early game with bows, we don't feel this is a healthy meta.

Today, bow weapons placed in turrets now have reduced damage and longer reload times. We will keep a close eye on these changes, and I'm sure the topic will continue to be a highly debated subject within the community. 

We are currently exploring broader, more significant changes over the coming months to turrets. 
We’ve reworked how ground foliage is rendered - shifting to a more GPU-driven system with smarter, per-instance camera culling.

In plain English: your system should now spend less time and effort rendering grass you can’t even see.

You’ll notice improved performance, especially when sprinting or flying across the map. This update reduces load on both GPU and CPU, keeping things smoother even in foliage-heavy areas.
Several water based vehicles use camera rotation that involves rolling the camera from side to side, either in response to waves or input. That sort of camera rotation can be disorientating to players that are more sensitive to motion sickness.

In the case of Boogie Boards and Inner Tubes, their camera rotation was entirely due to ocean waves, which was likely made worse with the latest ocean refresh. I've entirely removed the camera rotation while using these vehicles.


In the DPV's case the rotation is due to player input which was intended but is quite severe. To solve this I've added a new option in the Accessibility menu that will remove the rolling behaviour.
The food spoiling system from the Crafting Update is being extended to include fruit, vegetables and eggs. These items will spoil into a generic Spoiled Produce item and will last 48 hours outside of a fridge, making them a more long term food item.
With the increasing popularity of higher population servers, we’ve heard a lot of feedback about how fast loot can spawn on these servers. Our loot spawning scales have been static for quite a while and were never really intended to scale beyond the 500 player mark.

To improve this, we’ve added a new server convar called “Spawn.population_cap_rate" which is set to 300 by default. Our loot respawning system will now cap how many players it considers on the server by this number, meaning the loot spawn rate will not increase beyond 300 players regardless of how many players are on the server.

The results on a standard monument crate spawner:
  • 1 Population: 15m-30m refresh
  • 1000 pop with no cap set: 50s-100s refresh
  • 1000 pop with cap of 300 set: 3m45s - 7m30s refresh
Various monuments use different timers and mechanics to respawn, but this should illustrate just how fast loot was spawning as player counts increased. 

Setting this convar to 0 will restore the loot frequency to it's previous rate.

Obviously changes like this are very hard to test in isolated testing environments, we felt 300 was a good starting value but we’ll adjust as needed once we see how this plays out on live servers.
As part of our ongoing efforts to provide you with regular updates and transparency on our anticheat initiatives, I'm pleased to announce that this year we've doubled the size of our dedicated anticheat support team and are currently recruiting for developer positions with a anticheat focus.

These support staff are dedicated to investigating players from your reports and other sources. They're actively joining servers, watching and enforcing fair gameplay. 

In March, we released premium servers, and we've seen strong and healthy retention across these servers. They're doing an excellent job at gatekeeping cheaters out. Very happy with how this is working. At present, the $15 price point is working well and see no need to raise the barrier to entry. 

In May, we enabled server-side player culling by default across all servers. As a reminder, this is tech which no longer networks players behind terrain and rocks, preventing or limiting several high-impact cheat features.

In April, we opened our Hackerone program to the public, allowing the reporting of security vulnerabilities and exploits in exchange for a bug bounty. We've set up a dedicated security page on our website that makes submitting reports extremely easy, secure and straightforward. We've now paid a total of $261,000.00. 

Within the past few weeks, our anticheat partner, EAC, has begun additional efforts targeting recoil cheats, often referred to as scripting. As always, they're working very hard in the background to ensure Rust and many other games are cheat-free.

These are just a few of the efforts we're willing to talk about, there have been many cheat-related exploits fixed or limited, new preventions and detections. 

Below, are some in-depth ban insights.
Our ban volume has remained steady, even as we left the busy seasonal period. Some additional metrics have been included to help understand the scale of the problem in the form of the percentage of players banned relative to the daily active users. 

Rest assured cheaters make up a tiny fraction of the players in the game and we are actively combatting them on a daily basis through both automated and manual measures.
We have been observing a notable decrease in identified cheaters via cheat reports over the last few wipes, and our conclusion based on other metrics is that we believe this is a reduction in cheating activity. Let us know your thoughts, have you been observing more or less cheaters recently?
We have observed a clear decrease in the time cheaters are able to spend in-game before they are banned over the last few months which is a great thing to see and we hope players are able to enjoy their wipes with minimal cheater interruption.

In total this year we've banned over 142,000 cheaters and we hope to keep this momentum up as we work towards our goal of ensuring a fair and competitive environment for all players.
With this update we'll be releasing an update to Server Profiler that will allow server owners and mod developers to more easily catch anomalous memory consumption. Server Profiler gains the "Allocation Tracking" capability - once enabled, it'll start to continuously record allocations for each frame and counting relevant metrics. Once one of the metrics passes a user-defined limit, it'll trigger the export of a snapshot, containing 1 frame of data. This snapshot will only contain allocation events, with each allocation event having a callstack recorded with it.

Here's an example of allocation snapshot:
To start, run watchallocs [Name] [MaxStackDepth]
  • Name (default “Allocs“, no extension, max 32 chars) - controls generated snapshot filename
  • MaxStackDepth (default 16) - controls how much of the allocations callstack to record
To stop, run stopwatchingallocs

The following server-var metrics are available as server vars and can be changed at any point:
  • NotifyOnTotalAllocCount (defaults to 16000) - will snapshot once all threads during 1 frame exceed allocation count across all threads
  • NotifyOnTotalMemKB (defaults to 8096, aka 8MB) - will snapshot once a frame allocates more than specified memory across all threads
  • NotifyOnMainAllocCount (defaults to 0, aka disabled) - will snapshot once main thread exceeds allocation count during 1 frame 
  • NotifyOnMainMemKB (defaults to 0, aka disabled) - will snapshot once main thread exceeds total memory allocated during 1 frame 
  • NotifyOnWorkerAllocCount (defaults to 0, aka disabled) - will snapshot once all worker threads exceed allocation count during 1 frame
  • NotifyOnWorkerMemKB (defaults to 0, aka disabled) - will snapshot once all worker threads exceed total memory allocated during 1 frame

Warning

Allocation tracking is not free and will impact the performance - it’ll be worse the more allocations are made. This tool should be used for debugging for a limited amount of time.

Plans for the Future

Server Profiler is getting to the point of where it has enough features to be complete, with only incremental improvements to do. These are my outstanding plans(not in a particular order):
  • Expose method filtering to users as a json config
  • For Allocation Snapshots, attempt to visulize recorded callstack as slices (so it looks closer to performance snapshots)
  • Add ability to record user scopes and associated metadata with those scopes
The command block is an admin-only deployable, and an exciting new tool for creative mode enthusiasts.

Once set up, it can store any server command and execute it when powered. Chain multiple together to create more complex circuits.
We look forward to seeing what creative use cases you can come up with!
Join us from the 25th of June to the 2nd of July as the Spanish speaking Rust community returns to Twitch for all out action, adventure, and unprecedented amounts of raiding in Bellum: Conquest! 
All Twitch Drops and participating creators will be available to view in the coming weeks.

Please be aware of scams.  Facepunch will never contact you
Only ever use our official website: https://twitch.facepunch.com/
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Features

  • Added Bee Catapult bomb
  • Added Oil Filter and Soda Can craftable silencers
  • Added Targeting Attachment to allow ping usage while holding a weapon
  • Added Advanced and Pure Crafting Teas
  • Added Advanced and Pure Animal Harvesting teas
  • Added keybinds to switch to specific seats in a vehicle
  • Added Floor & Ceiling Wallpaper Pack DLC with 34 new floor and ceiling wallpapers.
  • Added blue light to Industrial Light pack
  • Added Command Block
  • Added directional item dropping
  • IO asset facelift
  • Added wire snapping
  • Added "Allocation Tracking" to ServerProfiler
  • Advanced & Pure Warming Tea
  • Advanced & Pure Cooling Tea
  • Advanced & Pure Harvesting Tea
  • Advanced & Pure Crafting Tea
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Improvements

  • Completely overhauled lighting on most IO entities, including Ceiling Lights
  • Improved lighting on the Code Lock
  • Wallpaper tool has new functionality to switch between walls, floors and ceilings. It now costs 5 cloth per wallpaper placement
  • Vehicles can break loot barrels by driving into them now
  • Revamped the visual effects for the Tesla Coil
  • Tweaked the colors on Electrical Wires (Wire Tool) a little bit, and improved its texture
  • Fixed regression with Junk Pile Scientist bush LOS issues
  • Orchid, rose and sunflowers can now be sold at vending machines in quantities greater than 1
  • Quicker LR300 deploy and improved anims
  • Loot spawn rates no longer scale based on server population beyond 300 players (see notes above)
  • Show recipes you have ingredients for at the top of the list in the Cooking/Mixing workbenches
  • Added a flash to the Instant Camera
  • Added two new variants of the vine trees
  • Report cheater panel is now the default panel when pressing F7
  • Wooden barricade now stacks to 5 (was 10)
  • Industrial conveyors can now switch to a restricted mode if they are taking too long and degrading server performance
  • Stabilized camera roll on the Inner Tube, Boogie Board
  • Reduced the impact of wave currents on kayaks and boogie boards when near the ocean shore
  • Added an accessibility toggle to disable camera rolling on the DPV
  • Flamethrowers and Chansaws now show their fuel count in inventory
  • Modular vehicles now spawn in the Jungle
  • Can now change loaded rocket type with a radial menu while in the Attack Helicopter
  • Players can now pick up shelves
  • Players can auth friends on Tugboats
  • Removed explosive crafting cost from Propane Explosive Bomb, now uses raw ingredients
  • MP5 durability/condition increased
  • Bows placed in turrets reduced damage
  • Bows in turrets reload time increased
  • Improved feedback when building next to vine trees (show no build zone)
  • Reduced the no build zone around vine trees
  • Adjusted armour slot crafting values (see crafting tea section for info)
  • Now need 1 Apple to craft an Apple Pie
  • Apples can now sometimes be bought at water well vendors
  • Increased chance of finding Apples in Food Caches found at Water Wells
  • Added a 5th slot to the Industrial Crafter to allow external wall crafting
  • Player phones are now listed first in the phone directory
  • Phones now ring for 24s (was 12s) before hanging up
  • Honeycomb can now stack to 20 (was 100)
  • Boats should now update their fuel state immediately after inserting fuel, no longer need to wait 1-2s
  • Destroying a beehive with a nucleus will now spawn a swarm
  • Made bee hives viable in the arctic biome using heaters
  • Don’t show the “Open Fuel” option when riding bikes unless the player is looking down
  • Heaters at Oil Rigs and Radtown now provide warmth
  • Can now adjust HBHF sensor range
  • Reduced intensity of visual effect when hit by a Blinding Dart
  • Fridge is now in the Electrical category of the crafting menu
  • Added inputs to neon sign to control which frame you want to display
  • Reduced natural bee spawn rate
  • Can now modify Vending machine listings in the admin panel
  • Increased water pump protection
  • Increased crafting cost of Beehive (300 wood, 1 sheet metal)
  • Increased crafting cost of Chicken Coop (300 wood, 75 frags, 1 rope)
  • Burlap gloves now offer a small amount of bullet protection
  • Turrets are inaccurate against targets on moving trains
  • Chainsaws and flamethrowers will show how much fuel left when inside a box
  • You can now customize how much information is displayed on your crosshair
  • ServerProfiler snapshot generation now compresses on the fly to reduce memory needed by 95%
  • Added the ability to chat while in the computer station UI
  • Added some more accurate colliders to small rock formations to prevent dropped items getting stuck inside
  • Improved deployment of triangle ladder hatches and metal shop fronts
  • Black Raspberries can now be stacked to 20
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Fixed

  • Jungle saplings health and wood yield have been rebalanced to be in line with other saplings
  • All modifiers except for tea buffs are now correctly removed on death when in softcore mode
  • Fixed some issues leading to players visually floating during NPC conversations (visual bug only)
  • Fix for quick craft consuming broken ingredients instead of non-broken ones if placed first in inventory
  • Fixed merge issue causing missing radiation dart modifier max application count
  • Fixed not being able to reliably dismiss pings that are too far away
  • Fixed being able to disable some UI elements permanently by connecting to a server with admin privileges
  • Possibly fixed vine trees spawning too many vines
  • Fixed an error when a players Frankenstein pet was killed
  • Fixed vine trees respawning over sleepers
  • Fixed a case where vines visuals would not be destroyed properly
  • Fixed Oil Rig doors staying open permanently if server was restarted while doors were open
  • Fixed some small invisible colliders on the top deck of the Large Oil RIg
  • Fixed Outbreak Scientists not appearing correctly on the death screen
  • Fixed body bags sometimes not having enough slots to fit the entire player inventory
  • Fixed backpacks getting dropped on the ground if a player corpse turns into a bag in a safe zone
  • Fixed empty pattern boomers causing an error in the Admin UGC panel
  • Fixed an exploit allowing players to see through water via drones
  • Fixed not being able to wear the coconut knight gloves with a snow jacket
  • Possibly fixed an Auto Turret server error
  • Possibly fixed a Liquid Vessel server error
  • Fixed players getting stuck on the central ladder in Excavator when the excavator starts rotating
  • Fixed players being able to disable some renderers by changing batching convars
  • Fixed players getting noclip kicked when climbing ladders while invisible
  • Fixed Treasure Hunter mission sometimes not being possible to complete
  • Fixed the rigging on harbor cranes not moving correctly with the crane movement
  • Fixed players sometimes not getting picked up with the container if they were inside the top container in a stack
  • Fixed shark attacks not making sounds if Show Blood was turned off
  • Fixed missing blood impact effects
  • Fixed being able to reset the food spoiling timer by shift clicking in the Cooking Workbench
  • Fixed Skull Rock skin having a shorter harvesting distance compared to the vanilla rock
  • Fixed chicken pie description not accurately describing buff
  • Fixed jungle water shader not rendering correctly while in a submarine
  • Fixed the “Soaked” achievement not reliably unlocking
  • Fixed a van at Launch Site obscuring players at some LOD levels
  • Fixed Launch Site windows not appearing transparent
  • Fixed Fireplace missing some sounds
  • Fixed ingame chat not working with RTL languages (Arabic, Hebrew)
  • Fixed boomerangs listing the wrong distance in the combat log
  • Fixed being able to mount static Ballista’s that are floating over an edge
  • Fixed paintable objects becoming inaccessible after they are locked
  • Fixed not being able to input drone ID’s after placing
  • Fixed climb interaction appearing when mounted on a Ballista when a ladder was nearby
  • Fixed being able to load ammo and a player at the same time into Catapults
  • Fixed keycards held by other players always appearing green
  • Fixed some inconsistencies when using laser detectors in doorways
  • Fixed laser detectors working through deployables/low walls
  • Fixed timers connected to windmills not functioning properly
  • Fixed TC’s not getting 24h decay protection when destroyed if 1 resource type was missing
  • Fixed some methods that allowed tool cupboards to be attached to buildings remotely
  • Fixed battery charge displaying incorrectly due to a rounding issue
  • Fixed outbreak scientist not showing death icons
  • Fixed corpse rarely not having enough slots to fit all items
  • Fixed backpack not fitting into corpse if it has items in it when dying in a safezone
  • Fixed filtering for servers by gamemode tags not working on the official tab
  • Fixed window max durability being reduced when repairing in a repair bench
  • Fixed windows being buildable if a roof was against the window frame
  • Fixed explosives attached to the battering ram being able to destroy TCs through walls
  • Fixed the broken icon on items being low resolution
  • Fixed a gap on low object quality on the cargo ship
  • Fixed vending machines not accepting storage monitors
  • Fixed a bunch of items not having a pickup sound
  • Fixed a spot in military tunnels where players could get stuck
  • Fixed pirate language not working
  • Fixed launch site ticket booth appearing untextured at a distance
  • Fixed a visual issue with the ocean surface shader
  • Fixed a tower in abandoned military base rarely blocking launched MLRS rockets
  • Fixed a spot in power plant where players could sometimes fall through the terrain
  • Fixed jumping in shallow water not making a splash sound
  • Fixed some sounds not being affected by the game sound volume setting
  • Fixed compound bow pullout sound being heard from too far away
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Removed

  • Removed Graphics.viewModelCamera convar (is now always on)
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Known Issues

  • Blogs are getting too long, sorry.

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