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March 2022 Update

[h2]Monument Lighting[/h2]

This month we’ve made visual improvements to some of our older monuments to get them more consistent with the quality of our new content. This includes changes such as adding darkening volumes to interiors to prevent them from becoming too bright during the day, adding new lights and effects, tweaking existing lighting and other minor visual improvements.



As a result, the interiors should feel much darker and more atmospheric. The monuments that we’ve changed so far are the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site and we plan to improve more of them over time.



[h2]Soundtrack Release[/h2]

[previewyoutube][/previewyoutube]

This month we're really excited to announce the release of Rust's official soundtrack - available now on Steam, music streaming services and a handful of digital stores. This initial release (Volume 1) is comprised of 29 tracks clocking in around 1 hour and 45 minutes of music.

https://store.steampowered.com/app/1701720/Rust_Soundtrack/

Alex originally wrote a lot of these songs for our update videos but he's been expanding them into more fleshed out, standalone pieces of music. There's also some songs he has written to fit the occasional calm moment in game that you won't have heard at all yet.

Alex is in the process of getting these songs chopped up and implemented to playback dynamically in game as well. Around half of the new tracks are ready in this update, and the rest should follow shortly.

Listen now on your favourite music streaming platforms, including:

Spotify Apple Music Bandcamp YouTube Music Amazon Music
And many more digital music stores!


[h2]Improved vehicle body visuals[/h2]



This month we've been exploring new ways to improve the visual experience when driving vehicles. While we initially explored dedicated viewmodels for vehicles (floating arms in front of the camera) we settled on using the full body mesh with tweaked hand logic. You can see this most obviously on the Snowmobile, the driver seat of Modular Cars and the Workcart, while it's visible but less obvious on the Minicopter and Scrap Transport Helicopter.

This approach allows us to highlight the hand IK on vehicles like snowmobiles and cars so you can see your arms turning. There's also some subtle camera movement if the player model leans or moves (like on the Snowmobile).




[h2]Magnet Crane Cleanup[/h2]



We looked at the junkyard magnet crane this month to see if some bugs and the general feel of it could be improved.

It's now a bit more stable to drive, and old issues like the driver not quite visually syncing up with the cabin as it rotates are fixed.

Another concern with the crane was that with its controls being pretty complex, it was easy to burn through your fuel just learning them. To combat that, we've reduced the fuel it uses at idle by 80%, and the maximum fuel it uses when not holding anything by 25%. So if you're just practicing moving the magnet arm and rotating the cabin, your fuel will only be being consumed at 20% of the rate it was before.

[h2]Snowmobile Cleanup[/h2]

We added some small final touches to the snowmobiles.

Most were minor bug fixes, but an obvious one is that animations are improved, with the driver now getting visually bumped around at times, and showing an idle animation cycle. Audio is improved as well, with the snowmobile revving more realistically when driving up hills.

For game balance, the arctic base snowmobile no longer comes loaded with any fuel.


[h2]World Model Update[/h2]

There are some assets that need world models and some that needed refreshing so towards the end of last year Tom completed a number of new and updated world models, these are now in-game!




[h2]General QOL[/h2]

  • Slower Car Decay - Cars decay 4x slower when left outdoors
  • Alt Look Restrictions - Restrict how far up a player can look with alt look while looking down
  • Water catchers & barrels now decay - Should lower the number of catchers and barrels that are left outside
  • Large Furnace Heat - Large furnaces now provide comfort and heat
  • Monument Loot Hiding - Monument loot no longer spawns when players are within 20m of the spawn point
  • Phantom Footsteps- We believe we've now fixed a long standing issue of hearing phantom footsteps


[h2]Night Vision and post fixes[/h2]



We've had reports of the NVG effect being blown out for a while. When we looked into it, we realised that it only looks incorrect on procedural maps.

After a lot of digging, we found that there was a post process volume placed inside one of moon pools set to global rather than local erroneously.

This means that it was being applied all of the time and messing with exposure settings. This also means that it's had an effect on the overall exposure of the game for while also, although this has been a bit less apparent than with NVG.


[h2]Search and loading screen update[/h2]

The loading screen was long overdue for a revamp, you'll now see server stats and a more clear tooltip sections while loading into the server of choice.



In a future update, the background image will randomly change through a preselected gallery on each load.

Additionally, we've added support for tag filtering to the server browser to make finding servers of interest easier.




[h2]Changelog[/h2]

  • Added support for tag filtering to the server browser
  • Added new in game music
  • Added 14 new world models
  • Updated loading screen
  • Improved arm and body visuals on some vehicles
  • Improved 3rd person keycard animation
  • Can no longer reskin doors that are open
  • Can now switch to and from Ice Rifle skin regardless of ammo or attachments
  • Added support for infinitely scrolling MIDI knob convar bindings (see MidiConvar.BindKnobRelative convar)
  • Restricted how far a player can alt look up when looking down
  • IO Entities can now decay (fixes Water Barrel, Water Catcher, Above Ground Pool, Boom box, CCTV, Connected Speaker, Counter, Disco Floor, Sprinkler, Wind Mill, Car Lift, Paddling Pool, SAM turret, Search Light, Smart Alarm, Solar Panel, Sound Lights, Telephone, Water Pump not decaying when placed outside of a base)
  • Removed slot 8 input bind
  • Renamed slot 7 input bind to "Holster Item"
  • When opening the inventory the currently equipped belt item will automatically be selected
  • Modular cars take 4x longer to decay
  • Increased local player voice volume when recording a cassette
  • Junkyard magnet crane is more stable to drive
  • Junkyard magnet crane now uses 80% less fuel when not driving around, and 25% less fuel when not carrying anything on its magnet
  • Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed
  • Improved lighting in the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site
  • Large furnace now provides a small amount of heat and comfort
  • Added BuildingDark and BuildingVeryDark volumes for map makers
  • Polar bear should no longer migrate to warmer climates
  • Horses now trigger pressure pads
  • Fixed a case where changing weapon while gesturing would lead to incorrect viewmodels (missing attachments)
  • Fixed case where changing clothing while inventory was full would sometimes incorrectly delete an item
  • Fixed rounding issue when using Pure Ore Teas leading to an ore node giving 1501-1505 resources (now gives 1500)
  • Fixed some out of date radio stations
  • Fixed phantom footsteps continuously playing
  • Fixed incorrect sfx footsteps playing
  • Fixed modular cars using no fuel if they had multiple engine modules and one of those modules had no components
  • Fixed magnet crane arm movement speed slowing down at low server framerates
  • Fixed magnet crane driver not syncing up visually with the crane itself when rotating the cabin
  • Fixed magnet crane magnet hurting the driver if it was positioned as close as possible to the cabin
  • Fixed magnet crane treads sometimes animating in the wrong direction when turning
  • Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles
  • Fixed the Tomaha suspension snapping to the wrong position when active updates stopped
  • Fixed a sleeper loot exploit
  • Fixed CCTV clipping exploit
  • Fixed BBQ looting exploit
  • Fixed pickle jar desc typo
  • Fixed Excavator puzzle reset bounds exceeding the prevent building volume, causes player to die when logged out
  • Fixed missing passthrough name on DLC industrial wall lights
  • Fixed oil hunt mission reward only being 50 scrap
  • Arctic base snowmobile no longer comes with 20 low grade fuel
  • Arctic base snowmobile garage no longer spawns puzzle loot


Looks like Rust is getting pets

Pets make all games better, no exceptions. Just think of Fallout 4's Dogmeat, Skyrim's Meeko, or Fable 2's own canine companion (yes, I know, that's Xbox-only, but still) and tell me each of those adventurers would have had half the experience without their trusty puppers by their sides. While Rust is a bit of a different kettle of fish to those RPGs, there's no reason to think pets wouldn't make the game that bit fuller - and it sounds like they are indeed coming to Facepunch's survival sandbox.


Trusty Rust YouTuber Shadowfrax has shared another update on what's going on - or rather, what seems to be going on - in the world of Rust. In the clip below, 'frax explains that in scanning the game's commits log, he's spotted an exciting hint suggesting that pets could potentially be in progress for the game. The video notes that there's a new branch called 'pets' and highlights an entry in the log (currently found on page four as of writing) that notes a "bunch of initial pet system refactoring work". Hmm.


The YouTuber indicates that the new pet system could build on the one Facepunch introduced in last year's Halloween update for Frankenstein's monster. This fella would "follow you around the map, defend you if attacked, and help slay foes you wish to attack", so it sounds like the pet system could follow a similar blueprint.


Read the rest of the story...


RELATED LINKS:

Rust's February update includes a big performance fix

Rust gets a spiffy new hazmat suit in next week's Arctic update

Rust has sold over 12.4 million copies and is getting polar bears soon

Rust is (probably) getting pets




s always when it comes to keeping up with survival game Rust, you can wait for announcements from the Facepunch development team or you can go to Shadowfrax on YouTube, the charming and shockingly well-informed Rust guru who can tell you what's what a good month in advance of the official newswire...
Read more.

Arctic Update

This months update brings a new monument, the Arctic Research Base, snowmobiles, polar bears, AI update, spray can item, QOL changes and much more!

[previewyoutube][/previewyoutube]

[h2]Arctic Research Base[/h2]

In this month's update, a new monument has been added. The Arctic Research Base will spawn exclusively in the arctic biome.

Those who are not afraid of the cold winds and frigid temperatures will be able to explore various lab modules and buildings scattered around the base. You will find there a bunch of loot to scavenge, or take a little break to warm yourself next to an electric heater. But most importantly, the Arctic Research Base will spawn snowmobiles.



Keep in mind, however, that scientists won't appreciate your presence and will shoot you on sight.


[h2]Snowmobiles[/h2]

We've added a new vehicle that's only available through a puzzle at the Arctic Base: Snowmobiles.



Snowmobiles take low-grade fuel and have a small storage container on the back. They're fast on snow and sand and slow everywhere else. They drive smoothly even over rough terrain but take some skill to control well. When you find one in an Arctic Base, it'll have 20 fuel ready to go.



A passenger can sit on the back and face any direction, allowing them to shoot to the sides or even directly behind.


[h2]POLAR BEARS[/h2]

You'll now be encountering the polar bear in the arctic biome. The polar bear is the strongest and most hostile animal in the world but yields extra resources when harvested compared to its bear cousin.



The regular bear will no longer be spawning in the arctic and receive slight health and hostile reduction.


[h2]AI Update[/h2]

We've added the ability for scientists to use medical items to heal themselves. Scientists have a chance of spawning with the ability. We've initially enabled this at the new arctic research station and we'll add it to other areas of the game soon.



We've also made some timing, balance and movement tweaks to the scientist AI.


[h2]Spraycan[/h2]

The Spraycan is a new default tool that can be crafted for 100 metal fragments that allows you to reskin items that have been deployed in the world. Instead of having to pick up items and use a Repair Bench, you can simply use RMB while holding a Spraycan to open up the skin options and select a new skin.



You may have seen some further spray functionality on the Staging branch this month, however these features had some issues so we've had to delay them for a future update.

The spraycan can not be used while building blocked.

[h2]General QOL[/h2]

Jarryd spent some time working on some more General QOL features this month, see the changelog for further info or check out some highlights below:

  • Tool Cupboard Storage - Added slots for tools in the Tool Cupboard
  • Tech Tree Improvements - Show total cost to reach an unlock and show how much scrap is being held
  • Auto Walk and Toggle Crouch - Native auto walk keybind and toggle crouch option
  • SAM Defender Mode - Added Defender mode to SAM site to defend against MLRS rockets only
  • Patrol Helicopter on Map - Show the Patrol Helicopter's current position on the Map
  • Mute Menu - Manage your muted players with a new UI
  • Wounded Player Looting - No longer kicked out of the inventory when looting wounded players
  • Recent Contacts - Contacts can now be sorted by recently seen
  • Tech Tree Unlocking - Added the ability to click and hold to unlock items in tech trees
  • Wounded Team Members - Wounded team members now appear as orange when wounded in the team UI


[h2]Performance[/h2]

Recently it came to our attention that performance had degraded more significantly than it probably should have based on the recent updates to the game. Whilst attempting to confirm this, we noticed that the framerate would predictably dip significantly for no apparent reason, then recover. The higher your base framerate was, the more severe these dips would appear to be.

After doing a bunch of profiling, we noticed that there were some significant stalls on the render thread and our tree impostor system was most likely the cause of the issue, even though the population had only been tweaked very slightly recently.

With the fix, framerates should be a lot more consistent again (as long as what's being rendered is consistent) and should overall be slightly higher in general, particularly in areas with a lot of bushes and trees like Bandit Camp.


[h2]Permanent Store - Arctic Pack[/h2]

This month we're introducing a new addition to Rust's permanent store, the Arctic Pack. The Arctic Pack contains 3 items which can be seen below.

[h3]Arctic Suit[/h3]
The Arctic Suit is a hazmat skin that can be applied while crafting the hazmat or skinned using the repair table. The arctic suit offers slightly higher cold protection but at the cost of lower radiation, melee and explosive protection.



[h3]Tomaha Snowmobile[/h3]
The Tomaha snowmobile cosmetic skin can be applied by using the spray can on the snowmobile which can be found at the arctic research station monument.



[h3]ICE ASSAULT RIFLE[/h3]
The Ice Assault Rifle is a cosmetic skin for the assault rifle. The skin can be applied when crafting the assault rifle or added by placing the weapon inside the repair table.




[h2]Twitch Drops[/h2]

Starting from today till February 11th 23:59UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.



During the final 24 hours of the Rust Twitch drop campaign, all drops will be moved to general.

Learn more at twitch.facepunch.com.


[h2]Merch Update[/h2]

Our friends at For Fans By Fans have released a new drop of Rust merchandise - we've got a new Rust logo snapback hat, a heat sensitive mug, new stickers and posters as well as a No Mercy mousepad (inspired by the legendary No Mercy skins). Check them out!



[h2]Changelog[/h2]

  • Added Snowmobile
  • Added Arctic bases
  • Added Spraycan tool
  • Added Polar bear
  • Added fire damage volumes for map makers
  • Native auto walk and toggle crouch options
  • Mute menu for managing muted players (next to chat input box)
  • Added slots for tools in the Tool Cupboard
  • Show total cost to reach items in Tech Tree
  • Show how much Scrap you are holding on the Tech Tree
  • Hide the Cancel button on the respawn screen to prevent accidental disconnects
  • No longer get kicked out of looting if a player suicides while downed
  • Show Patrol Helicopter on map
  • Add option to require holding Jump to dismount vehicles
  • Added popup to show repair costs when a repair fails
  • Show downed teammates in orange in Team UI
  • Added IO outputs to SAM site (similar to Auto Turrets)
  • Added Defender mode to SAM site to defend against MLRS rockets only
  • Can now sort Contacts by last seen
  • Community UI is now scaled by client UI scale setting
  • Add teleport2autheditem command (similar to teleport2owneditem)
  • Using "ent who" on a sleeping bag will now show who the bag is assigned to
  • Added a keybind to focus the player on the map screen
  • Research bench will now warn you if researching an item that you already know
  • Pattern boomers will now be censored by the censor signs setting
  • Can no longer report the same player more than once every three minutes
  • Physicssteps now admin-only command
  • Hobo barrel can now be picked up
  • Hobo barrel can now be repaired
  • Reduced inventory size for crate_fuel
  • Bears no longer spawn in the arctic
  • Bears have less HP
  • Bears are less hostile
  • Fixed some map icons flickering when opening the map
  • Fixed XOR switches sending a small burst of power during server restarts
  • Fixed offset powerplant tire_stack mesh
  • Fixed elevator exploits
  • Fixed MipMap exploit
  • Fixed Phone VM's clipping into the camera at wide aspect ratios
  • Disabled Lunar new year fire crackers

Rust's February update includes a big performance fix

Rust's February update is seasonally appropriate for February (in the northern hemisphere, at least), but while the arctic features are the headline attractions, there are some notable technical changes - including a major performance fix. The devs at Facepunch say you should see much more stable frame rates as of this February 3 update.


Recent updates have introduced an issue where frame rates would dip for no apparent reason, and the issue would be worse the higher your base frame rate was. "After doing a bunch of profiling," the devs say in a press release, "we noticed that there were some significant stalls on the render thread and our tree impostor system was most likely the cause of the issue, even though the population had only been tweaked very slightly recently."


The devs say that "with the fix, frame rates should be a lot more consistent again (as long as what's being rendered is consistent) and should overall be slightly higher in general, particularly in areas with a lot of bushes and trees like Bandit Camp."


Read the rest of the story...


RELATED LINKS:

Rust gets a spiffy new hazmat suit in next week's Arctic update

Rust has sold over 12.4 million copies and is getting polar bears soon

Rust gets "massive" excavator changes and a Christmas bash this month