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Rust Experimental New and Updates

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DevBlog 190 v2046

Server and client are updated to Devblog 190!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • Enabled Xmas Content
  • Lots of new deployable placement sounds
  • Lots of new deployable interaction sounds
  • Doors require upkeep
  • Wall frame inserts require upkeep
  • Floor frame inserts require upkeep
  • Deployables inside the building privilege radius are decay protected
  • Added decay.delay convars (all default to 0)
  • Open/close sounds only play for the local player
  • Tweaks to a few existing deployable sounds
  • Animal behaviour overhaul
  • Optimized upkeep backend
  • All barricades can be repaired
  • Added extra slots to TC
  • Normalized building protection between tiers
  • Increased protection for Metal Tier (2x stone)
  • Increased protection for Armored tier (2x metal)
  • Animals can no longer walk through closed doors at monuments
  • Fixed broken items being traded in vending machine
Server and client are updated to Devblog 189!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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
Server and client are updated to Devblog 188!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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


Server and client are updated to Devblog 187!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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
Server and client are updated to Devblog 186!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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
Server and client are updated to Devblog 185!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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)
Server and client are updated to Devblog 184!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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 :(
Server and client are updated to Devblog 183!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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
Server and client are updated to Devblog 182!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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)
Server and client are updated to Devblog 181!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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 75 scrap to research ( Was 250 )
  • Snow Jacket/vagabond more common and much cheaper to make
  • Elite crate spawns half as much stuff
  • Elite crates spawn every 2 hours instead of 20 min at LSR
  • Bradley drops elite crate loot
  • Cluttery deployables drop as blueprints instead of full items
  • Bradley begins healing much slower
  • Bolt rifle vm - removed unused anims
Server and client are updated to Devblog 180!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
  • 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
Server and client are updated to Devblog 159!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
Dangerous NPC footsteps audible from a bit farther away
Optimized environment volume lighting updates
Fixed lighting issues inside some monument sewers
Fixed lighting issues near some trees and rocks
Disabled fog inside underground systems (proper darkness)
Can pick up ladders inside building privilege with hammer
Can pick up window bars inside building privilege with hammer
Can pick up shutters inside building privilege with hammer
Can pick up embrasures inside building privilege with hammer
Upgrade, rotate and demolish building privilege checks work similar to placement
Removed admin demolish option from hammer (bind “ent kill” to hotkey instead)
Adjusted locker deploy / prevent building volumes (exploit fix)
Can put code lock on tool cupboard
Tool cupboard has same protection properties as wooden door
Can only place tool cupboard on player constructions
Fixed bucket lift issues in caves
Fixed door animation issues in monuments
Fixed research tables in some monuments
Fixed some cave culling issues
Added “skipqueue” admin console command
Removed “antihack.enabled” convar (toggle protections individually instead)
Added last violation type to anti hack kick messages and server log
Fixed occasional rubber banding when jumping up things
Fixed blurred tunnel mud texture
Semi Auto weapons properly detect all mouse presses
Semi Auto Weapons refire rate adjusted to compensate
Spear attack rate very slightly increased
Spear duration between click and attack significantly reduced
Spear melee attack range increased
Crossbow reload time reduced by 0.8s
Fixed Crossbow Viewmodel scope being parented to the arrow
HV arrows show up as having a metal tip (temp)
Lowered cost of metal hanging signs by 90%
Wooden sign costs reduced
Flamethrower can now damage AI
Mailbox implemented
Rifle Body takes 250 Scrap to craft
Map crafts in 5 seconds
Note crafts in 5 seconds
Drinking from the world is slightly less glitchy
Auto Turrets have less of a server performance impact
Ceiling lights can be deployed on angled surfaces
Food crates spawn 3x as much food
Ration boxes no longer spawn scrap
Added Water Jug - large capacity container with lid found in food crates/boxes
Fixed riot helmet using bucket helmet protection
Heavy Plate Helmet now has slightly higher protection than facemask
Server and client are updated to Devblog 158!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
Added scrap resource (barrels drop 1 scrap, boxes drop 5-10 scrap)
Can use scrap to create components with research table
Can recycle components into scrap (10% yield)
Twig building tier can be placed inside the cupboard radius (raid towers)
Wooden ladders can be placed inside the cupboard radius (raiding)
Turrets can see through twig building blocks
Auto turret projectiles penetrate twig building blocks
Reduced twig decay time to one hour delay plus one hour duration
Added wall socket to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder triggers thickness so they can be climbed from both sides
Tweaked ladder trigger width so they can be traversed around
Reduced health of low walls by 50%
Tweaked barricade building prevention volumes
Added high performance cache to workshop skins
Added “find_radius” admin console command
Added “find_self” admin console command
Added additional info to “find” admin console commands
Fixed animals sometimes being invisible
Miner hat model becomes emissive when switched on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behaviour
Added recycler to both harbors
Added research table to satellite dish
Lowered cost of bandana
Lowered cost of cap
Lowered cost of balaclava
Lowered cost of boonie hat
Lowered cost of burlap headwrap
Increased snow jacket protection
Reduced snow jacket cost
Fixed culled ragdolls remaining invisible on culling disabled
Fixed research table lens refraction
Server and client are updated to Devblog 157!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
Sound mix tweaks
Fixed cascade shadow blending
Fixed workshop full-screen blur when using low settings
Added entity pooling to various client side entities for less stuttering
Made server side hack prevention a lot stricter by default
Reduced false positive rate of server side hack prevention
Added the last killer to the top of the cheat reporting player selection
Uncluttered cheat reporting player selection
Fixed camera clipping on vm crossbow anims
Eoka Aimcone reduced
Muzzle brake reduces projectile velocity
Muzzle brake reduces projectile max effective range
Muzzle brake Aimcone increased
Vending Machines can be named and show a tooltip when hovered over on map
Navmesh generates 4x faster
Wolves/Bears are more aggressive
Animal health increased
Animals flee when out of stamina from attacking
Animals have sight cone - can sneak up behind most
Server and client are updated to Devblog 156!
You can find the latest client download as usual HERE!
For the official development blog click HERE.
Fixed players culling over low wall
Fixed foliage shadows not animating
Improved shadow stability
Improved ambient lighting
Improved movement verification performance
Reduced movement verification false positives
Made movement verification a lot stricter
Chain link gate can now be picked up
Fixed stuttery player movement in the distance
Reduced garbage collection frequency by optimizing memory allocations
Optimized viewmodel transform updates by a factor of two
Fixed large furnace exploits
Fixed water catcher exploits
Footstep polish
Animal sound polish
Sound mix improvements
All Ores properly carve navmesh (prevents some AI getting stuck)
Potential fix for Helicopter randomly shooting explosive rockets when it shouldn’t
Bear animation speed matches walk speed
Heavy Plate Helmet obstructs view significantly
Any piece of heavy plate armor restricts movement by 40%
Heavy Plate Jacket prevents ADS