Dec 7
Rust - Buck Sexington


Major changes incoming: Building 3.0, base upkeep, two new radtowns, procgen improvements, Hapis Island updates, and more. This patch wipes servers and blueprints. Enjoy!

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Changes
  • Bases repair themselves if upkeep resources are in TC
  • Bases require upkeep resources to be kept in TC
  • New on/off sounds for a bunch of deployables
  • New active/burning loops for a bunch of deployables
  • New searchlight movement sounds
  • New open/close sounds for a few deployables
  • New Junkyard monument
  • New procedural roads art
  • Brought back old caves (Hapis)
  • Added "Pumping station" and "Abandoned Boat" loot areas (Hapis)
  • Added Launch Site (Hapis)
  • Added Ice sheets and Icebergs (Hapis)
  • Added new static quarrys (Hapis)
  • Foundations can now be placed at a half height offset
  • Added half height walls
  • Fixed various wall stacking exploits
  • Roofs occupy wall sockets and can no longer be used as honeycombs
  • Building privilege is emitted by the entire building
  • There can only be one tool cupboard per building
  • New monument placement algorithm
  • Procedural roads now connect to monument roads
  • Print last placement error in chat when pressing LMB while placement guide is red
  • New power line placement algorithm
  • Tool cupboard can store upkeep resources
  • Fixes to older radtowns (Hapis)
  • Fixes to loot and ore scarcity (Hapis)
  • Monument chainlink fences can be shot through
  • Roads are no longer split in half by rivers
  • Fixed gaps between roads and terrain
  • Fixed roads sometimes being partially flooded
  • Fixed hammer highlight on wooden triangle foundations
  • Fixed weird camera movement when jumping introduced last patch
  • Small Furnace Art Updated
  • Complete rework of site A (Hapis)
  • Moved Site B to east coast (Hapis)
  • Reduced size of arctic biome slightly
  • Increased size of arid biome slightly
  • Health bars are only visible when damaged or holding a hammer
  • Grenades inherit player movement velocity
  • F1 grenade has larger blast radius
  • Dropbox is now Tier 1 WB
  • Stone Spear no longer requires WB
  • Experimentation at WB1 costs 75 scrap instead of 100
  • Armored building tier costs 25 hqm and no wood/stone
  • Armored doors have had their costs reduced accordingly
Rust - Buck Sexington



Charitable Rust, bases, the return of Rust Factions, and more.

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Nov 30
Rust - Buck Sexington


Dropped objects now have outlines, the first look at the stone quarry monument, recoil fixes, map changes, and more.

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Changes
  • Add ignite and extinguish sounds to campfire and furnace
  • Add turn on and turn off sounds to the ceiling light
  • Added worldmodel outlines
  • Lots of misc sound tweaks and polish
  • EAC SDK update
  • Stricter dropbox placement
  • Python is now skinnable
  • Reduced aim sway on semi auto weapons
  • Finalized recoil design for semi auto weapons
  • Grenades pinpull and throw happens much faster
  • Stance recoil only active when moving or after first shot
  • Grenades always throw at max velocity (farther)
  • Fix dark sign painting UI
  • Fixed reflections on hair shader
  • Fixed tree minigame X appearing too low
  • Fixed thompson having too much aimcone
  • Fixed delay/jitter of mounted objects
  • Fixed weird satchel behavior
Rust - contact@rockpapershotgun.com (Dan Grill)

Facepunch s violent, vile Rust isn t an obvious starting place to learn about philosophy. You might explore virtue ethics with the Ultima series, or free will with Bioshock, or concepts of self and moral worth with Soma. Even when looking at political philosophy, you d perhaps be more inclined to stop by the totalitarian bureaucracy of Paper s Please, or Crusader Kings II s massive variety of governmental forms, or Eve Online s+ unique democracy/tribalism.

But Rust ? Rust, a primitive world of dingly-dangly dongs and caved-in skulls? A transient land of ramshackle fortresses and roving gangs of hostile thugs? What can we hope to learn from that?

(more…)

Rust - Buck Sexington


AI is let loose, Stranger Things in Rust, the most elegant base destruction you'll ever see, and lots more.

View PostCommunity Update 162
Nov 23
Rust - Buck Sexington


A first look at the junkyard, inventory and UI changes, half height walls, bulletproof glass, and more.

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Changes
  • Add ability to define custom falloff/spread/spatial blend curves on a sound by sound basis
  • New tree sounds
  • Added locational armor information when hovering over player preview
  • Added Bulletproof Glass
  • Added Explosive information panel
  • Added Armor Information panel
  • Added Seed information panel
  • Added Weapon Mod information panel
  • Ensured that the save coroutine does not crash when entity serializations throws an error
  • Window bars inserts are thinner (improved visibility)
  • Removed occluder meshes from building blocks (performance, memory usage)
  • Removed some unused components (memory usage)
  • Netting has larger ladder volume to allow climbing over frames
  • Dud explosives fall off moving objects
  • Fallen dud explosives never explode on pickup
  • Tree Minigame X's start relative to initial hit
  • Tree Minigame X's rotate less each hit
  • Can wear bandana with Bucket/Wood/Riot Helmet
  • Tree Minigame X's only rotate in one direction
  • Fixed spinner been placed in building block areas
  • Fixed ghosting/trail in inventory player preview caused by temporal anti-aliasing
  • Fix volume jump when a sound that's already fading out is told to fade out again
  • Fixed Explosives thrown on other explosives not attaching
  • Fixed dud explosives acting as garry's mod thrusters
  • Fixed quickcraft lag when looting lots of items
  • Fixed lag from map doing processing even when closed
  • Bone Armor now protects legs as well as chest
  • Bandana and wolf headdress protection reduced
  • Fixed arrow protection being different than bullet protection
Rust - Buck Sexington


Rust beatboxing, eco raiding, and more.

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Changes
Nov 16
Rust - Buck Sexington


Trees now topple, but we've aimed for stability in other places.

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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
Rust - Buck Sexington


Great art, bases, and more.

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Nov 9
Rust - Buck Sexington


Hair is here, workbench experimentation, upcoming building changes, and more.

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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)
...

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