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Devblog 186Nov 16, 2017 - Community Announcements Trees now topple, but we've aimed for stability in other places. View Post Changes Failsafe for occasional stuck bush rustle sounds Fixed song shuffling Fixed repeated phys impact sounds when an item is stuck inside something Fixed occasional attempts to unload music clips that aren't loaded yet Fixed projected decals not showing sometimes Fixed player motion blur popping when swapping LODs Fixed beard sometimes not showing Fixed hair motion vectors; used in motion blur and TSSAA Fixed hair-related memory leak Fixed TSSAA on inventory player preview Fixed TSSAA related black sludge Fixed TSSAA related water shoreline flickering EAC SDK update Cave reverb tweaks Beenie hat deforms hair when worn Workbench can no longer be locked Improved TSSAA performance and reduced GPU ram usage Trees can be knocked down by explosions Trees yield half res during harvesting and half as finishing bonus Added Tree Minigame Added Falling Trees Community Update 160Nov 14, 2017 - Community Announcements Great art, bases, and more. View PostDevblog 185Nov 9, 2017 - Community Announcements Hair is here, workbench experimentation, upcoming building changes, and more. View Post Changes Fixed flame turret been lockable Stance recoil no longer affects xbow/bow New nail gun sounds EAC SDK update New garage door sounds Nailgun nails embed themselves in objects + retrievable Nailgun nails no longer damage structures Nailgun nails have larger radius (easier to hit targets) HV Arrow is now a default blueprint Oil Refinery is cheaper to research Searchlight is cheaper to research Large Medkit is cheaper to research Miner Hat is cheaper to research Chainlink fence/gate is cheaper to research Prison Wall/door is cheaper to research Double Sheet Doors are cheaper to research Floor Grill is cheaper to research Added hair Improved occlusion culling; now faster, more accurate Improved temporal anti-aliasing quality (TSSAA) Community Update 159Nov 7, 2017 - Community Announcements The great wall of Rust comes tumbling down, loads of community concepts, and more. View Post Devblog 184Nov 2, 2017 - Community Announcements Halloween is over and winter is here, bringing a new North for you to explore, and a nailgun to protect you while you do. There's some major world and loot changes as well. This patch wipes the servers, but retains your blueprints. Enjoy! View Post Changes Added Bradly APC to Materials Extraction monument (Hapis) Added Savas map markers Added new icebergs and ice sheets to the arctic biome Added medium levels of radiation to Materials Extraction monument (Hapis) Added north and south recycler on Savas Basic crate added to supermarket/gasstation/warehouse New procedural map biome layout Military Tunnels spawn 2 elite crates Stance recoil added - less accurate when standing/moving vs crouching Added Nailgun + Nailgun ammo default BP Fixed various Hapis exploits Improved skinning on player model elbows/wrists Fixed player preview blinking backwards Fixed shading on multi-layer materials; e.g. icebergs Garage door sound scales with audio volume Improved player bone scaling and skin colour variety Updated Hapis map markers EAC SDK update Network encryption optimizations Removed sand from the arctic coastline Crates always spawn one component with 40% chance of WB item Candle hat default BP Metal Window Bars cheaper to research Airdrop always drops 2 weapons + ammo, and 2 armor pieces Disabled Halloween Content :( Community Update 158Oct 31, 2017 - Community Announcements Halloween, art, and more. View PostRust gets spoOoOoky with Halloween frightsOct 30, 2017 - Rock, Paper, ShotgunDevblog 183Oct 26, 2017 - Community Announcements Halloween is here, with an unholy update of skeletal remains, graves, burning skulls, and network encryptionnnnnn! View Post Changes Barbeque can no longer be placed in monuments Barbeque no longer clip through walls Fixed client bone follower performance regression Fixed some visual issues with the halterneck Fixed permanent Debris Field markers Fixed BoneFollower 1 frame delay Fixed AutoTurret server lag Garage door frame block Added Scarecrow deployable Added network encryption (enabled by default) Added encryption server convar (0-2 for various protection levels) Added Halloween Collectables Added Skull Fire Pit Replaced the ladder leading to LS roof with walkways Optimized network stream read / write Optimized network RPC parameter handling Optimized network queue iteration Optimized server logging Optimized server garbage collections Double shotgun deploys quicker Wall Netting cheaper + default BP Item drop chances equalized for each tier Community Update 157Oct 24, 2017 - Community Announcements You have to watch the Vertiigo Parable.Devblog 182Oct 19, 2017 - Community Announcements New player models, loot changes, BBQs, garage doors, and more. Player's foot now uses IK to align to surfaces properly. Optimization. Reduced resolution of dozens of environment textures Updated player models Updated player preview Item description updates and fixes Bear rug, Rug and Table can no longer be picked up when building blocked Bear rug, Rug and Table requires hammer to be picked up vm hatchet update Disabled server backups by default (add +backup startup parameter to enable) Python requires tier 2 workbench LR300 fire rate increased 10% Reduced water reflection gaps Reduced shadow from weapons carried on the back onto viewmodel Ladder hatch requires tier 2 workbench ( green crate spawn) Hapis Island exploit fixes Two sided hanging sign & landscape picture frame unlocked if player has Steam Item vm bow aiming issues vm weapon attachments now positioned correctly Fixed some skins not unlocking parent items (boonie/bandana/cap) Fixed water reflection related shader errors on OSX and Linux Fixed shadow cascades sometimes ignored when switching quality Added BBQ deployable Added network encryption (currently disabled) Added hair items (admin only) Community Update 156Oct 17, 2017 - Community Announcements Real-world weapons, soloing in a BP world, base builds, and more. Devblog 181Oct 12, 2017 - Community Announcements Lots of balance tweaks and fixes, stone spawn improvements, a look at vehicles, and more. Upgraded to Unity 2017.1.2 Added debug.log convar to toggle log output Miner / Candle Hat provides protection Caves have a good chance of spawning stone tools Added toggled map grid coordinates (off by default) Added Debris Field marker on map when heli/bradley is destroyed Boonie/Bandana/Cap provides minimal protection instead of none Miner hat has emissive blinding flare Added radial map marker (mod support) Pickaxe vm - Fixed hands intersecting when aim running Fixed launchsite exploit allowing to hide in the wall Big cleaver vm - Fixed hands intersecting when aim running Satchel charge wm- Fixed wrong texture appearing when thrown Satchel charge vm - Fixed arms clipping when thrown Beancan grenade vm - Fixed arm clipping when thrown Bone club vm - Fixed popping from throw cancel to idle m249 vm - fixed arms clipping at max FOV Fixed packet exploit to bring down servers Fixed stone ore scarcity Sawnoff shotgun vm - Fixed arm clipping at max FOV Fixed indoor shadow issues introduced by viewmodel shadow chan Fixed missing viewmodel shadow feet Fixed node hotspots invisible during med-high fog Fixed some water reflection artifacts Fixed not being able to pick up items outside of any TC Fixed Vending Machines not displaying if item for trade is a bluepri Fixed Steam Inventory Items not unlocking their blueprint Miner hat no longer emissive to other players when switched off Fixed workbench status everywhere exploit Fixed candle hat having a 30m light radius (!) Fixed peacekeeper turrets not firing vm hierarchy and folder structure new vm arm mesh All viewmodels set to use base mesh vessel, all anims contain ani Bow vm - anim tweaks Salvaged axe, hammer & icepick vm - Removed attack2 lerping bl Water jug vm - removed static left hand in view when thrown at m Sawnoff shotgun vm - Removed wobble at end of deploy anim Ak47 vm - Updated base pose, transition additions Increased speed of outro anim blend on ironsights vSupply signal vm folder restructure Only allow drinking when water has certain depth Improved water intersection test performance Added process memory usage to system info Tweaked high external wall and gate deploy volumes Reduced scrap tier of many decorative items Can now pick up research / repair benches Broken items now have a minimum recycle yield of 10% Items now remove attachments/ammo when recycled Sewing kit is made of less rope (less recycle yield) Lantern and Tuna Can Lamp provide more light Lantern costs 25 Metal Fragments (was 40) Less fuel / hqm in caves Small/Medium wooden signs default blueprints Stone Spear default blueprint Workbench radius tripled Workbenches can be rotated with hammer Radsuit leaks small amounts of radiation at NPP/LSR Lowered HQM yield from heli/bradley gibs Satchel has slightly less chance to be a dud Flamethrower Requires Workbench Tier 2 Hoodie/Pants require ...Community Update 155Oct 10, 2017 - Community Announcements Superb art, musical chairs with cars, Ser Winter's 100th episode, and more.Devblog 180Oct 5, 2017 - Community Announcements Workbenches, blueprints, and progression. This patch wipes the servers. Have fun! Added Workbenches Added Blueprints Added ice lake monuments to the arctic biome Added new road generation algorithm Improved world serialization file format More efficient world serialization compression Improved water map encoding Can no longer block ladders with certain barricades (concrete, stone and sandbag) High external walls and gates require some space between parallel walls Vending machine + shopfront cost reduction Locked all items other than default blueprints Improved bus stop and power substation spawn rules T-shirt/longsleeve much cheaper don't require sewing kit Can only repair items with blueprint Fixed problems with drinking water from rivers and lakes Invisible body no longer casting shadows on viewmodel Fixed ambient occlusion around vegetation Fixed player shadow projection noticeable on ceilings Fixed sky reflection intensity mapping Fixed motion blur ignored around on holosight reticle border Community Update 154Oct 3, 2017 - Community Announcements Road rage, art, and more.Devblog 179Sep 28, 2017 - Community Announcements Progression (blueprints!), raid balance, base changes, and more. Added RAM usage to perf text Can pick up empty furnaces AK47 world model not displaying some skins correctly Fixed parenting on bradley and heli loot crate fireballs Fixed large furnace placement being blocked under floor grills Updated EAC launcher Only wooden ladders, twig foundation and twig floors can bypass building privilege Tweaked barricade placement rules, damage volumes and collision meshes Tweaked external wall and gate placement rules, damage volumes and collision meshes Eliminated GC allocs from player model LOD refreshes Increased external gate open and close animation speed Raw and spoiled meat no longer goes straight to belt when picked up Wooden ladders can be stacked to 5 Wooden ladders can be repaired Furnace costs 100 wood less, spawns with no wood Can pick up empty fridge Can pick up empty large & small wood boxes Can place shelves over existing boxes Can change skins of boxes at repair bench No longer need map item to open map Community Update 153Sep 26, 2017 - Community Announcements Cars, music, and lots more.Devblog 178Sep 21, 2017 - Community Announcements Chairs, vehicle tests, and more. Test Vehicle (admin only) added Added new EAC launcher Chairs are mountable and provide 100% comfort Added grass shadow casting feature Added shadow quality option with new penumbra shadows feature Made grass meshes size more realistic Updated EAC SDK Reduced managed memory usage Overhauled entity parenting Improved server side eye verification (less false positives) Fixed Sentry/Helicopter shooting like a shotgun with low fps Fixed world serialization checksum problems (loading times) Fixed map exploit Fixed flashlight attachment shadows all over the place bug Community Update 152Sep 19, 2017 - Community Announcements A whole lot of zergs, art, and more. Rust introduces sitting down and frozen lakesSep 15, 2017 - Rock, Paper, ShotgunRust now has the ability to let players sit in chairs. I feel like, despite my own lack of Rust experience, sitting in chairs is not a core part of the Rust survival game experience. I was kind of hoping that the game was taking an unexpected detour into the ancient sport of trying out furniture while a sales assistant hovers nearby but apparently it’s part of a mounting system intended to help with vehicles and their attendant need for seated interactions. I preferred my idea. (more…)
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