Sep 8, 2016
Rust - Buck Sexington


It's been a quiet week thanks to some of the team taking well-earned vactions, but we've been working on important improvements to gunplay, as well as starting work on the new caves, polishing the Lighthouse, and more.

  • Muzzleflash smoke effect hidden when in ADS
  • ADS lowers near clip plane (less viewmodel clipping)
  • Weapon FOV lowered (stubbier guns)
  • Viewmodel sway is snappier and aims ahead of your look point
  • Much smaller muzzle flashes
  • Less bright muzzle flashes
  • Bone armor buffed 10%
  • Reduced diminishing xp for finding loot and harvesting
  • Tracers once again visible in first person
  • Reduced horizontal recoil of semi auto rifle
  • Candle/Miner hat use half as much fuel

Sep 8, 2016
Rust - Buck Sexington


It's been a quiet week thanks to some of the team taking well-earned vactions, but we've been working on important improvements to gunplay, as well as starting work on the new caves, polishing the Lighthouse, and more.

  • Muzzleflash smoke effect hidden when in ADS
  • ADS lowers near clip plane (less viewmodel clipping)
  • Weapon FOV lowered (stubbier guns)
  • Viewmodel sway is snappier and aims ahead of your look point
  • Much smaller muzzle flashes
  • Less bright muzzle flashes
  • Bone armor buffed 10%
  • Reduced diminishing xp for finding loot and harvesting
  • Tracers once again visible in first person
  • Reduced horizontal recoil of semi auto rifle
  • Candle/Miner hat use half as much fuel

Sep 6, 2016
Rust - Buck Sexington


A community Carbine concept, post wipe hype, a devblog from another dimension, a hand-made weapon Hacksaw Sword, and more.
Sep 6, 2016
Rust - Buck Sexington


A community Carbine concept, post wipe hype, a devblog from another dimension, a hand-made weapon Hacksaw Sword, and more.
Sep 1, 2016
Rust - Buck Sexington


No more teasing: the graphics overhaul is here. Bind your screenshot key and have fun out there. We've also revamped the Military Tunnels, updated Savas, slid in an early version of the Lighthouse, added the new Bone Armour, hopefully fixed gamma hacking, and more.

This patch wipes the servers. Enjoy the fresh meat.

  • New lighting.
  • New Map: SavasIsland. Conventional Rust on a tiny map.
  • Fixed and improved SavasIsland_koth.
  • Gamma cranking is fairly fruitless now.
  • New LR300 sounds
  • More sound polish
  • Fixed god rays
  • Fixed distorted water reflections
  • Fixed particle motion blur
  • Fixed TSSAA occasional darkening
  • Fixed climate color grading
  • Monuments and dungeon artwork from last 2 months
  • Reworked bone armor
  • Deer skull mask
  • Added Cactus Flesh
  • Improved weapon firing rate frame rate independence
  • FPS counter now updates in menus as well
  • Color grading is now forced on all clients
  • Weapon owner mismatches are now logged to the combat log
  • Fixed swimming in tunnels being a pain in the ass
  • Added WIP lighthouse monuments
Sep 1, 2016
Rust - Buck Sexington


No more teasing: the graphics overhaul is here. Bind your screenshot key and have fun out there. We've also revamped the Military Tunnels, updated Savas, slid in an early version of the Lighthouse, added the new Bone Armour, hopefully fixed gamma hacking, and more.

This patch wipes the servers. Enjoy the fresh meat.

  • New lighting.
  • New Map: SavasIsland. Conventional Rust on a tiny map.
  • Fixed and improved SavasIsland_koth.
  • Gamma cranking is fairly fruitless now.
  • New LR300 sounds
  • More sound polish
  • Fixed god rays
  • Fixed distorted water reflections
  • Fixed particle motion blur
  • Fixed TSSAA occasional darkening
  • Fixed climate color grading
  • Monuments and dungeon artwork from last 2 months
  • Reworked bone armor
  • Deer skull mask
  • Added Cactus Flesh
  • Improved weapon firing rate frame rate independence
  • FPS counter now updates in menus as well
  • Color grading is now forced on all clients
  • Weapon owner mismatches are now logged to the combat log
  • Fixed swimming in tunnels being a pain in the ass
  • Added WIP lighthouse monuments
Aug 30, 2016
Rust - Buck Sexington


A phaerewell to Phaedo 82, a glorious city build, a really cool base tour, and more.
Aug 30, 2016
Rust - Buck Sexington


A phaerewell to Phaedo 82, a glorious city build, a really cool base tour, and more.
Aug 25, 2016
Rust - Buck Sexington


The LR 300 Rifle is now in the game! Plus a look at the reworked Bone Armour and Lighthouses, sleeping bag tweaks, and more.


  • Enabled entity pooling by default on 64 bit systems
  • Enabled sound pooling by default on 64 bit systems
  • Optimized entity realm list access on client and server
  • Optimized door animator initialization when entity pooling is enabled
  • Load balanced building block skin creation
  • Load balanced destruction of all client side entities
  • Added entity pooling support to storage boxes
  • Added experimental player mesh pooling (pool.players, disabled by default)
  • Fixed expensive UI rebuilds whenever a player or sleeper was received
  • Fixed expensive UI rebuilds whenever a shot was fired
  • Fixed several “Can not play disabled audio source” warnings
  • New collectable pickup sounds (mushroom, stones, stumps)
  • New research table sounds
  • Fixed a bug where some sounds wouldn’t play with sound pooling enabled
  • Misc sound tweaks & polish
  • Fixed bug where sleep anim would sometimes play when the player jumped in/out of water
  • Optimized ragdoll visibility updates
  • Fixed see through walls caused by Motion Blur or TSSAA
  • Fixed terrain shadows
  • Fixed skin lighting
  • Fixed visual artifacts on some glsl challenged drivers (OpenGL)
  • Fixed stretched river flows on Hapis
  • Fixed god rays when revz is enabled
  • Added deferred mesh decals
  • Increased flashlight emission point brightness
  • Decreased flashlight beam brightness
  • Fixed invisible helicopter gibs if destroyed far away
  • Added LR300
  • Sleeping bags are pickupable
Aug 25, 2016
Rust - Buck Sexington


The LR 300 Rifle is now in the game! Plus a look at the reworked Bone Armour and Lighthouses, sleeping bag tweaks, and more.


  • Enabled entity pooling by default on 64 bit systems
  • Enabled sound pooling by default on 64 bit systems
  • Optimized entity realm list access on client and server
  • Optimized door animator initialization when entity pooling is enabled
  • Load balanced building block skin creation
  • Load balanced destruction of all client side entities
  • Added entity pooling support to storage boxes
  • Added experimental player mesh pooling (pool.players, disabled by default)
  • Fixed expensive UI rebuilds whenever a player or sleeper was received
  • Fixed expensive UI rebuilds whenever a shot was fired
  • Fixed several “Can not play disabled audio source” warnings
  • New collectable pickup sounds (mushroom, stones, stumps)
  • New research table sounds
  • Fixed a bug where some sounds wouldn’t play with sound pooling enabled
  • Misc sound tweaks & polish
  • Fixed bug where sleep anim would sometimes play when the player jumped in/out of water
  • Optimized ragdoll visibility updates
  • Fixed see through walls caused by Motion Blur or TSSAA
  • Fixed terrain shadows
  • Fixed skin lighting
  • Fixed visual artifacts on some glsl challenged drivers (OpenGL)
  • Fixed stretched river flows on Hapis
  • Fixed god rays when revz is enabled
  • Added deferred mesh decals
  • Increased flashlight emission point brightness
  • Decreased flashlight beam brightness
  • Fixed invisible helicopter gibs if destroyed far away
  • Added LR300
  • Sleeping bags are pickupable
...