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The Oil Rig Update



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Changelog


Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows)
Mac uses Metal graphics API
Deep sea waves with crest foam affecting floating physics
Water interaction disturbance foam
Restored world reflections option
Fixed muzzle flash positions
Fixed client side corpses sometimes clipping into things
Fixed foam showing up near player
Fixed flickering on shore, including cases related to TSSAA
Fixed overbright caustics and specular occlusion on shore
Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors
Fixed light beams not hiding when lights are distance culled
LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs)
Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD)
Entities are now ordered by distance from the player when they are networked
Game log is now always written to output_log.txt in install folder
Shore water transition quality
Higher-quality high-frequency ocean waves
Performance on light-heavy scenes using culling
Water junkpile foliage animation now wave-based instead of foliage/wind-based
Added instancing to deferred mesh decals
Saved 115 MB of system and video memory by reducing some textures

The Air Power Update




Minicopters, RF Communications, Performance tweaks and more.

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Changelog


New Hemp Plant Refresh
New Palm Trees in Arid Biome
Iterative entity networking (fixes frame rate drops when moving around the world)
Custom garbage collections (fixes frame rate drops when moving or in combat)
Added Mini Helicopter
Added Flasher Light
Added Siren Light
Added Audio Alarm
Added RF Broadcaster
Added RF Receiver
Added RF Transmitter
Added RF Pager
Added Player Sensor
Added RAND Electricity Component
Added Chinese New Year items
Fixed chat / player name "rich text" exploits
Fixed entity not taking damage when explosive was attached to lock
Fixed deployable rotation via R key when deploying on terrain at an angle
Fixed being able to see through floors on reconnect
Fixed sometimes receiving fall damage when respawning
Fixed toggling censorship option enabling worn light source
Fixed netgraph not working
Fixed entities sometimes missing when spectating
Fixed lens flares flickering in some cases
Fixed dive site tugboat windows visible over water
Fixed multiple Hapis out of bounds exploits
Unity 2018.3.3
EAC SDK update
Clear Log.EAC.txt on server start
Send delta snapshots instead of full snapshots when spawning (faster respawn)
Optimized memory allocations when applying skins to items on the client
Optimized rigidbodies on various entities on the client
Optimized memory allocations when building blocks are spawned on the client
Optimized client and server relating to buoyancy performance
Enabled entity pooling on ceiling lights on the client
Enabled multibox pruning broadphase (client and server physics performance)
Disabled rigidbody interpolation on HAB and CH47 (server physics performance)
Strip various client only components from the server (server memory usage)
Military Tunnels exit route balance
Enabled Fullscreen Exclusive by default
Optimized GunTrap/Autoturret/FlameTurret CPU usage
Increased SAM Site Lethality
Added 'Toggle' input to Memory cell

Community Update 214



Lots of tutorials, including how to make a lighthouse; a cartoon, RP, and more.

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Community Update 85,208



A new player record, awesome builds, incredible contraptions, and more.

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Happy New Year!



A brief update as we get back to work.

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Changelog


Fixed snowmachine blocking cave entrances
Fixed upkeep consuming more resources than intended
Removed large double caves [Hapis map]
Removed Christmas events