Oct 15, 2015
Rust - Buck Sexington


Jack-o'-lanterns, a reworked options menu, better building colliders, the first step towards painting the inside of your base, further adventures in optimisation, and more. Read all about it on the official site.
Oct 15, 2015
Rust - Buck Sexington


Jack-o'-lanterns, a reworked options menu, better building colliders, the first step towards painting the inside of your base, further adventures in optimisation, and more. Read all about it on the official site.
Oct 13, 2015
Rust - Buck Sexington


A community organised a Halloween competition, some amazing Rust short films, and a cool bow concept. Enter this post, if you dare…
Oct 13, 2015
Rust - Buck Sexington


A community organised a Halloween competition, some amazing Rust short films, and a cool bow concept. Enter this post, if you dare…
Oct 8, 2015
Rust - Buck Sexington


The first look at the new auto-turret, more work on balancing the bow, we added an in-game bug reporter, we have a poll on what we should be focussing on, and lots more. You can read all about it at the official site.
Oct 8, 2015
Rust - Buck Sexington


The first look at the new auto-turret, more work on balancing the bow, we added an in-game bug reporter, we have a poll on what we should be focussing on, and lots more. You can read all about it at the official site.
Oct 6, 2015
Rust - Buck Sexington


Come die-n with me.
Oct 6, 2015
Rust - Buck Sexington


Come die-n with me.
Oct 1, 2015
Rust - Buck Sexington


Napalm, small stashes, and lots of optimisation. We’re wiping this week, too. It's all on the official site.

  • Added server side collider batching to work around the Unity collider limit
  • Roof blocks are cheaper
  • Roof blocks are tougher
  • Fixed some effects not being recycled
  • Fixed ragdolls not inheriting effects (blood disappear on death)
  • Fixed effects dying when target object was removed
  • Fixed arrows being almost impossible to fire through window bars
  • Fixed cliffs never switching to lower LODs
  • NPCs die of starvation more
  • Completely reworked entity visibility queries, fixing various issues along the way
  • Server time warnings show whether it was caused by a garbage collection
  • Server console show garbage collection count
  • Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds
  • Added pooling support to all LOD components
  • Optimized dynamic memory allocations when refreshing grass meshes
  • Objects created by the protobuffer system use a pool
  • Protobuffers write directly to the network stream, instead of creating a byte[]
  • Fixed being able to loot a corpse from far away
  • Increased calorie consumption
  • Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds
  • Hammer - smoothed out anim speeds
  • Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot
  • SMG - dryfire fix
  • Salvaged sword - fixed snapping on hit reactions
  • Bean can & f1 grenades - Added hold state & anim while aiming
  • Fixed query throttle not working
  • Sound volumes use a scale that is closer to how humans hear
  • Set up third person reload sounds again
  • Toned down wounded heartbeat sound
  • Gunshots and explosions duck other sounds slightly
  • Rocket flight is audible from farther away
  • First pass at silenced gunshots
  • New thunder sounds
  • New door impact sounds
  • New tree impact sounds
  • Bush rustle sound tweaks
  • Calmed reverb tail wander on gunshots and explosions down a touch
  • Sound templates are pooled
  • Arrows, spears and sign world models gibs
  • Auto saves are every 10 minutes instead of every 5
  • Developer 1 only works if you're a developer/admin
  • Updated EAC
  • Errors/Exceptions are highlighted red in the server console
  • Errors/Exceptions on server log the stacktrace too
  • Improved gib performance
  • Impact effects now get the exact terrain material at impact (sand, dirt, …)
  • Added correct AI obstacle shapes to building pieces
  • Fireballs use better sound balancing (client side performance)
  • Run the garbage collector in the loading screen (join, respawn)
  • Added deploy volume that uses the newly added unified entity OBB
  • Clamp AF between 1 and 16 (fixes silent errors)
  • Fixed crash in status console command
  • Fixed building stability issues caused by collider batching
  • Fixed entity collision event not resolving batched colliders
  • Fixed water level test for entities with zero bounds
  • Fixed terrain alpha cutoff range being too far away
  • Updated CraggyIsland (dev test map)









Oct 1, 2015
Rust - Buck Sexington


Napalm, small stashes, and lots of optimisation. We’re wiping this week, too. It's all on the official site.

  • Added server side collider batching to work around the Unity collider limit
  • Roof blocks are cheaper
  • Roof blocks are tougher
  • Fixed some effects not being recycled
  • Fixed ragdolls not inheriting effects (blood disappear on death)
  • Fixed effects dying when target object was removed
  • Fixed arrows being almost impossible to fire through window bars
  • Fixed cliffs never switching to lower LODs
  • NPCs die of starvation more
  • Completely reworked entity visibility queries, fixing various issues along the way
  • Server time warnings show whether it was caused by a garbage collection
  • Server console show garbage collection count
  • Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds
  • Added pooling support to all LOD components
  • Optimized dynamic memory allocations when refreshing grass meshes
  • Objects created by the protobuffer system use a pool
  • Protobuffers write directly to the network stream, instead of creating a byte[]
  • Fixed being able to loot a corpse from far away
  • Increased calorie consumption
  • Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds
  • Hammer - smoothed out anim speeds
  • Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot
  • SMG - dryfire fix
  • Salvaged sword - fixed snapping on hit reactions
  • Bean can & f1 grenades - Added hold state & anim while aiming
  • Fixed query throttle not working
  • Sound volumes use a scale that is closer to how humans hear
  • Set up third person reload sounds again
  • Toned down wounded heartbeat sound
  • Gunshots and explosions duck other sounds slightly
  • Rocket flight is audible from farther away
  • First pass at silenced gunshots
  • New thunder sounds
  • New door impact sounds
  • New tree impact sounds
  • Bush rustle sound tweaks
  • Calmed reverb tail wander on gunshots and explosions down a touch
  • Sound templates are pooled
  • Arrows, spears and sign world models gibs
  • Auto saves are every 10 minutes instead of every 5
  • Developer 1 only works if you're a developer/admin
  • Updated EAC
  • Errors/Exceptions are highlighted red in the server console
  • Errors/Exceptions on server log the stacktrace too
  • Improved gib performance
  • Impact effects now get the exact terrain material at impact (sand, dirt, …)
  • Added correct AI obstacle shapes to building pieces
  • Fireballs use better sound balancing (client side performance)
  • Run the garbage collector in the loading screen (join, respawn)
  • Added deploy volume that uses the newly added unified entity OBB
  • Clamp AF between 1 and 16 (fixes silent errors)
  • Fixed crash in status console command
  • Fixed building stability issues caused by collider batching
  • Fixed entity collision event not resolving batched colliders
  • Fixed water level test for entities with zero bounds
  • Fixed terrain alpha cutoff range being too far away
  • Updated CraggyIsland (dev test map)









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