Rust

We often publish uplifting articles on here about the positive impact of games. Whether that be a Skyrim-playing grandma immortalised in the next Elder Scrolls game, or a memorial to a modder's dog - games have an incredible power to heal and soothe.

This story's about vengeance.

Specifically, it's about my adventures in Rust, the survival sim which had a big moment a few years ago and has quietly but consistently bubbled away on Steam ever since.

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Rust - holmzy

The new Transport Helicopter arrives along with changes to auto turrets and various other fixes and optimizations

  • Unity 2019.2.0f1
  • Players are automatically authed to placed cupboards
  • Benchmark mode fixes
  • Added powerline wires to Monument Puzzles
  • Added an in-game Screen options menu for resolution, fullscreen and vsync settings
  • Client is now using IL2CPP instead of Mono
  • Server is available as IL2CPP version on the "release-il2cpp" branch
  • World generation is now server authoritative (faster load times, more robust)
  • Added doppler shift to some sounds
  • Added texture streaming
  • Added Transport Helicopter
  • Added Horse Leading
  • Added Fuel Generator
  • Fixed steam refresh overlay not closing after opening bag
  • Fixed possible exception when retrieving market prices
  • ServerInfo will retry multiple times if failed to get info
  • ServerInfo will fail gracefully if failed to get info after multiple attempts
  • Fixed titles getting cut off in pie menu
  • Fixed loading screen cancel button being 1 pixel smaller than the bar to its left
  • Fixed steam friend inconsistencies
  • Fixed unexpected palm trees behavior when helicopters would fly over
  • Player map position now updates correctly when injured
  • Fixed erratic map scrolling when using the left mouse button to drag
  • Hotspot visuals now get cleaned up correctly when ent-killing
  • Disabling the UI no longer allows you to see through smoke effects
  • Can no longer spam drink back to full health
  • Completing a tutorial achievement will no longer mark the whole tutorial as complete temporarily
  • Fixed item icon staying on screen if inventory is closed while dragging
  • Fixed High External Gates not playing SFX correctly
  • Fixed compound sometimes spawning underwater
  • Fixed exploit using water projectile penetration
  • Fixed snapback issues when dismounting while moving fast
  • Fixed swimming slightly under the waves not showing underwater properly
  • Fixed crashes on AMD Phenom
  • Fixed swamp fog too bright at night
  • Fixed lighting on some particles (e.g. helicopter damage smoke)
  • Fixed NRE on ent kill cargo ship
  • Game log is written to output_log.txt in the game install folder again
  • Fixed deflated HAB having inflated collision and wrecking minicopters
  • Fixed rendering TopBunnies UI element all the time
  • Optimized Notices UI layout
  • Neatened up Notices UI
  • Tweaked "new content" label on main menu
  • The map now re-focuses on the player's position when injured
  • The console input field now auto-focuses when opening or changing tabs.
  • Max value of gc.buffer is now 4096 instead of 2048
  • Log warning when doing emergency garbage collection
  • Enabled crunch texture compression on workshop skin bundles
  • Performance text no longer updates when nothing changed (avoids GC)
  • Performance text always prints GC counter for one second after GC runs
  • Simplified "perf" convar (1=FPS, 2=frame time, 3=memory, 4=ping, 5=everything)
  • Debug Camera: R resets the camera
  • Debug Camera: Q/E move the camera vertically
  • Debug Camera: Z/C and +/- control zoom
  • Debug Camera: Arrow keys control roll
  • Debug Camera: Disabled inventory and crafting menus when in debug camera
  • Debug Camera: Disabled vehicle controls when in debug camera
  • Debug Camera: Disabled noclip control when in debug camera
  • Debug Camera: Added debugcamera_save and debugcamera_load (multiple save names are supported)
  • Debug Camera: Added debugcamera_autosave and debugcamera_autoload
  • Debug Camera: Added camzoomlerp (likecamlerp but for zoom)
  • Small maps have large monuments again (excluding launch site and excavator)
  • Updated NPC helicopter sounds
  • Reduced texture memory footprint (by ~1 GB) via texture streaming
  • Reduced mesh memory footprint (by ~700 MB) via model optimizations
  • Improved TSSAA and motion blur quality on vegetation and cloth affected by wind
  • Optimized high-quality shadow mode = 2, now 25% faster
  • Added new very-high-quality shadow mode = 3
  • Pressure pads can now be hidden under rugs
  • Pressure pads generate a small amount of electricity when stepped on
  • Grenades have a more predictable landing position
  • F1 grenades have a fuse length of 3 instead of 3.5
  • Rocket Launcher need T2 WB( Instead of T3 )
  • HV Rockets need T2 WB( Instead of T3 )
  • Autoturrets never miss more than 3 shots in a row
  • Autoturrets now make use of the electricity system
  • Removed Vulkan graphics API
  • Removed Linux client
Rust - holmzy


Excavator monument and more optimizations and fixes

  • Added Excavator Monument
  • Added force triggers (excavator belts)
  • Added terrain anti hack protection
  • Fixed binds not working with "cinematic_play" and "cinematic_stop"
  • Fixed "monuments" console command being abused to find caves
  • Fixed weapon reload issues at extremely low FPS
  • Fixed RF Broadcaster being placed through walls
  • Fixed being stuck when dismounting helicopter on top of Compound buildings
  • Fixed accidentally pressing "Create Team" while dropping items on low resolutions
  • Fixed text overflow on team dock when players have long names
  • Fixed team member map font being unreadable
  • Fixed large furnace placement under the terrain
  • Fixed scope overlay being extremely small on larger screen resolutions
  • Fixed misclicking accept would reject the team invite
  • Fixed hunters jacket skin being black
  • Fixed some volumetrics not disappearing during day time
  • Fixed broken train cart coal material on powerplant monument
  • Fixed some materials turning black on lowest shader levels in powerplant monument
  • Fixed duplicate networkable objects (e.g. doors) when playing demos
  • Fixed passengers being able to access minicopter fuel
  • Fixed horses eating too much food at hitching posts
  • Optimized some server side player packet verifications
  • Entity parenting triggers now support compound triggers and exclusion zones (excavator arm)
  • Removed large monuments and mountains on smaller maps (now limited to 3500 world size or larger)
  • Barren now has harbors, oil rigs and water wells
  • Barren prefab mountains no longer spawn in the desert
  • Allow deployables to be placed under Water barrel
  • Increased the cost of lowgrade at Compound
  • Increased server browser timeout limit to 90 seconds
  • Hapis Island fixes and tweaks
  • Optimized server-side water buoyancy
  • Optimized terrain shader
Jul 4
Rust - holmzy


Horse breeds and hitching posts, client and server optimizations and more!

  • Added cinematic animations for video creation (see devblog)
  • Added player tick rate convars to the server (see devblog)
  • Added Streamer mode to options menu
  • Added new horse model and breeds
  • Added Hitch-Trough deployable
  • Added Minicopter fuel gauge
  • Added Minicopter pilot IK
  • Added 'hattip' gesture
  • Added a bunch of secret achievements
  • Fixed exploit to stack foundation steps
  • Fixed swamp fog too bright at night
  • Fixed water purifier disappearing after going out of network range
  • Fixed misclicking accept would reject the team invite
  • Fixed Rustige Egg not taking splash damage
  • Fixed being able to pick up sam site when it contained ammo
  • Optimized distant tree networking (client memory savings)
  • Optimized physics queries by removing collider batching entirely (previously disabled)
  • Optimized all entity queries
  • Optimized buoyancy physics transform sync
  • Optimized server player updates and transform sync
  • Optimized server packet handling
  • Optimized client inventory update
  • Optimized monument memory use
  • Optimized ocean wave foam rendering
  • Optimized gpu-side wave simulation for rendering
  • Optimized cpu-side wave simulation for buoyancy
  • Horses require far less food
Jun 21
Rust - holmzy


Players of our game Chippy on Steam will get an exclusive Chippy Arcade machine to play with in game. Plus some optimisations and bug fixes for everyone.


  • Enabled skin unloading by default for everybody
  • Enabled the new multibox pruning broadphase algorithm for the physics system
  • Added 'gesture' console command
  • Fixed 'Ride Horse' being visible when someone is already on the horse
  • Improved network interpolation time offset calculation
  • Optimized the AI sensory system
  • Added skin memory usage to print_loaded_skins
  • Optimized the vending machine world UI (also affects the new Chippy arcade)
Jun 6
Rust - Helk


Horseback riding, Balance changes, a New UI and more!


  • Upgraded to Unity 2019.1.4f1
  • Enabled incremental GC and integrated it with the custom GC logic
  • Server Browser shows wipe times
  • Can order server list by wipe time
  • Added in game item store
  • Show when friends are on servers
  • Main menu has background videos
  • Sleeping bag list now scrolls
  • Players automatically climb over small steps
  • Added Horseback Riding 1.0
  • Fixed skin unloading texture and material corruption issues
  • Fixed light from the outside bleeding into building reflection probes at doorways
  • Fixed projectile LOS exploit that was abusing the player bounds forgiveness
  • Fixed server side player fall through floor exploit
  • Fixed IK on world space particle systems (flame thrower)
  • Fixed not all servers getting listed
  • Fixed crafting queue UI not getting reset after reconnect
  • Fixed renderinfo command
  • Fixed players parenting on the outside of Hot air balloon
  • Fixed players falling out of the falling out of Hot air balloon
  • Fixed a bunch of item typos
  • Fixed projectiles being rejected when shot through Oilrig stairs
  • Fixed players clipping through Oilrig dock
  • Fixed SetDestination errors
  • Fixed Launch site office building spawning too many barrels
  • Fixed Watchtowers being placed under the terrain
  • Fixed Rustige Egg base protection
  • Fixed Water Junkpiles despawning with players nearby
  • Fixed Muzzle flashes animating at low FPS in the distance
  • Fixed Scope jittering all over the place when on a vehicle or the cargo ship
  • Fixed viewmodels lagging behind when on a vehicle or the cargo ship
  • Fixed not being able to pick up Water Barrel
  • Fixed animals not playing dynamic footsteps based on their surface type
  • Optimized skin unloading
  • Enabled skin unloading on low end hardware by default again
  • UI loads faster
  • Fixed animations sometimes not being disabled
  • Optimized occlusion texture memory usage
  • Optimized input button updates
  • Optimized chat UI
  • Optimized physics timing values
  • Optimized child entity networking when parented to entities with global broadcast (cargo ship)
  • Optimized server browser
  • Optimized font memory usage
  • Added more localization
  • Shader usage optimizations
  • Improved CJK font rendering
  • Added invisible_collider, prevent_movment_volume and gas station prefabs for map makers
  • Hapis Island map optimizations
  • Weapon VFX optimizations
  • Weapon visual improvements
  • Scope no longer scales with UI Scale
  • Water jug spawns with less water
  • Puzzle reset bugs fixed (can no longer camp and wait for a respawn)
  • Nerfed oil rig loot
  • Flashlights cast additional light in first person illuminating an area beyond just the light cone
  • Lowered all research costs
Rust - holmzy


A smaller than usual 2-week update including a new Hunting Bow Model, Map changes, various bugfixes and more monument lighting changes

  • Added granular skin loading (greatly reduces skin memory usage)
  • Added skin unloading (itemskinunload convar, enabled by default with less than 10GB of RAM)
  • Map uses less memory and can be zoomed out much farther
  • New Hunting Bow model
  • Fixed riot hat skin preview (workshop)
  • Fixed metal / spec material issues (workshop)
  • Fixed cave lift parenting trigger exploit
  • Fixed projectile line of sight exploit
  • Fixed several graphics issues with the Linux client
  • Fixed players exploiting inside large furnace
  • Fixed LR300 condition being too low
  • Fixed 40mm smoke grenade climb exploit
  • Fixed Oil Rig keycard doors being permanently locked
  • Optimized UI background blur shader by removing unused grab pass
  • Optimized GC allocs from client entities that are waiting for their parent
  • Bandit Town lighting overhauled
  • Cave Large Sewers lighting overhauled
  • Puzzle fuse boxes now run high voltage, and as such look more dangerous
  • Reduced external wall and gate crafting time
  • M39 has much more manageable recoil
  • Faster right click quick looting
  • Bone arrows are less expensive
  • Bone arrows move faster
  • Bone arrows have a larger 'radius'
  • HV arrows cost metal fragments instead of stone
Apr 19
Rust - holmzy


An Easter event is upon us

Go to post.

For the next week, once every in-game day an easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!

There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onsie and Ears will provide you an advantage via Egg Vision.

I hope you guys enjoy playing this minigame as much as we enjoyed getting it ready for you. Have fun!
Rust - holmzy


Fractional Reloading, The large Oilrig, New Weapons, A tonne of Quality of Life updates and more ...

Go to post.

Changelog

  • EAC SDK update
  • Added debris system to block placement of new walls and doors immediately after destruction
  • Fixed censorship pixelation sometimes getting enabled even though underwear is enabled
  • Fixed exploit to spawn explosive ammo impact entity through walls
  • Fixed exploit to circumvent certain server side LOS tests
  • Fixed water junkpile save / load
  • Fixed a problem with corpses spawning partially inside stuff
  • Fixed stash hide / unhide sound playing whenever they spawned on the client
  • Fixed ores spawning inside hilltop rocks
  • Fixed entities unregistering from the entity registry too early (cargo ship parenting issues when picking up arrows)
  • Fixed vehicle seat clipping exploit
  • Fixed colored nametag exploit
  • Fixed anti hack false positives after projectile reflection and refraction
  • Fixed fall damage exploit with global.free and debug.stall console commands
  • Fixed anti hack exploit in elevators
  • Fixed minicopters having hitmarkers
  • Fixed Hapis vending machines reset
  • Fixed shelve stacking
  • Fixed vending machines placed inside rocks
  • Fixed dropboxes being repaired
  • Fixed Oil Rig distance flares not turning off during day time
  • Fixed Oil Rig lights pulsing intensity after toggled
  • Fixed water near-clipping issue
  • Fixed water artifacts on macOS/Metal
  • Fixed wave crest foam not disabled on water quality 0
  • Fixed boats sinking into rivers
  • Fixed some flares not disappearing during day time
  • Fixed minicopter collision shape being too large
  • Fixed missing first person projectile 'spheres'
  • Fixed muzzle brake not properly applying recoil reduction to all weapons
  • Fixed sleeping/wounded players hovering in mid air
  • Fixed invisible shell casings
  • Fixed incorrect scope zoom levels and naming
  • Optimized item skin list loading when selecting items in the crafting menu
  • Stripped several client only components from the server
  • Optimized player mesh rebuild (players coming into view or ragdolls spawning)
  • Added pooling to several clothing items that did not support it before
  • Added pooling to player corpses and ragdolls
  • Optimized player model bone remapping (ragdolls spawning)
  • Optimized player model bone lookup (particularly during continuous gunfire)
  • Added oilrig to Hapis
  • Added super potato mode
  • Codelocks now stack to 10
  • Barricades now stack to 10
  • Updated scientist visuals
  • Tweaked waves: longer, less frequent & softer foam
  • Improved water buoyancy performance by 35%
  • Optimized water rendering across the board
  • Improved performance for gunfire muzzle lights
  • Backpacks now float
  • Underwater crates untie twice as fast
  • Fuel access on Minicopter restricted to pilot when in use
  • Can recycle empty cans in recycler
  • Water Jugs can be placed in fridges
  • Salvaged Axe harvests more animal flesh
  • Improved laser visuals
  • Reduced flashlight shadow bleeding
  • Thompson can now take Flashlight or Lasersight
  • Minicopters now slowly decay when indoors
  • Explosive ammo can be heard much farther away
  • Explosive ammo causes weapons and silencers to lose condition faster
  • Improved tracer visuals
  • Compound bow in line with Hunting Bow when not charged (and cheaper)
  • Muzzle brake reduces damage by 20%
  • Added fractional reloading
  • Can no longer use weapons in deflated hot air balloon canvas
  • Can no longer see through deflated hot air balloon canvas
  • Fixed FOV zoom bugs when using a non default FOV
  • Pistols + Shotguns have less zoom
  • Added Grenade Launcher
  • Added Combat Knife
  • Sam Site now requires electricity
  • Fixed Sam Site targeting bugs and shooting through walls
  • Improved muzzle flash performance and visuals
  • Improved Simple Sight crosshair
  • Holosight provides an accuracy bonus and 2x zoom factor
  • AI takes less damage when mounted
  • Heavy Plate Armor provides more explosive protection
  • Heavy Plate Helmet obscures vision less
  • Added "Admire" animation button to workshop
  • FOV clamped is now 70-90
  • Disabled graphics jobs on Linux due to crashes
Rust - holmzy


Go to post.

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
...

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