Just the TL:DR – Full post with images here
Large Oil Rig
The Large Oil Rig is now spawning on procedural maps. Two extra decks, more complicated layout, and a larger footprint. Also… many more Scientists.
The launch of the Oil Rig last month resulted in the deaths of many players in deep water. Added a Buoyancy element to the backpacks so that they now float on the surface of the water the same way corpses do.
The MGL is a 6 round semi automatic grenade launcher featuring 3 ammo types and fractional reloading. The MGL and its ammunition is uncraftable: Smoke, High Explosive, and Buckshot rounds behave exactly how you’d expect them to.
Electric SAM Sites
SAM Sites now require 25 electricity to function.
Muzzle Flash Performance
There should be a much smaller performance impact from firing of weapons. Reduced their shadow radius from 10 units (20m across!) to 4.
It really kicks ass because you can attack while sprinting with it. The idea was to let people use it to untie underwater crates faster… next patch.
Edited the collision model of the minicopter and brought it in line with its visual representation. No more random forcefield like effects around the tail and engine. Also removed the hit marker sound so that it is much more obvious when you’re hitting the passengers.
Underwater crates untie in 8 seconds instead of 15.
Thompson is here to stay
“The only reason the Thompson was ever in the game was because in the early days of rust, some concept artists were doing paintovers of post apocalyptic style weapons and I guess googled for some guns as a starting point and picked that one, unbeknownst to them is the fact that it is a 1918 Prohibition era gun. I always planned to remove it which is why I never improved it and never approved skins for it.”
Some skins approved for it, and added slots for a laser sight or flashlight attachment.
Flashlight and Laser Effects
Flashlights will have a lot less light bleeding. Adjusted the brightness and flare intensity of the laser sight giving it a nicer and more visible look.
Silent Raid Nerf
The silencer reduces the damage done by the explosive rounds. Explosive ammo damages the silencer and weapon slightly more than regular ammo. The explosion created by the ammunition can be heard from farther away
Tracer effect is much thinner and shorter than it was before.
Compound Bow Buff
When you aren’t charging it, it behaves exactly like a regular bow, with the same rate of fire and damage. Decreased the crafting cost from 75 Metal Fragments to 25.
The thing actually works now and makes the gunplay in rust feel closer to any other first person shooter you’ve ever played.
Serverside Fall Damage
A lot of people were exploiting the game by jumping out of a Minicopter and disconnecting before they hit the ground. Added server side falling so that when you disconnect or are wounded the server will take over and simulate falling as well as fall damage.
Hot Air Balloon Campers
You can no longer use your weapons when tangled in the canvas, and the canvas material renders on both sides so that you can’t see out when inside.
What this means is that when using the Pump Shotgun, Spas-12, Bolt Action Rifle, or MGL, you only need to reload as many shots as were fired. You can also cancel the reload at any time by pressing attack and begin shooting with however many shots you loaded into the chamber.
Ever notice how when you used ADS on certain weapons the zoom level was ridiculous and the weapon models were way too large? It turns out the 8x scope was actually magnifying everything by 24x and the 4x scope was magnifying everything by 8x. Reduced the “8x” scope magnification to 16 instead of 24 and renamed both of them accordingly.
Heavy Plate Buff
Some minor changes to the Heavy Plate Armor include much higher explosive protection and a larger viewing portal for the helmet.
Minor QoL Stuff
Minor changes made to some inventory categories and you can now put water jugs into fridges. You can also recycle empty bean and tuna cans at a recycler. The salvaged axe harvests a lot more animal flesh.
Added a debris system that will block wall and door placement for 30 seconds or until the debris is destroyed.
Added a fast player bone lookup and optimized pooling on projectiles.
Projectile Trajectory Verification Fixes
There were a couple of problems with the projectile trajectory verification that caused it to incorrectly reject projectiles that had previously been reflected or refracted by an object on their path.
There’ve been a number of exploits throughout the game, most of which were primarily exploited by hackers, but some of which could be exploited by everyone. The fixes reach anywhere from explosive ammo to vehicles and elevators, check the changelog for a full list.
Player Model Optimizations
The player model rebuild has been one of the primary causes for frame rate drops during combat. This was caused both by some game objects not supporting pooling and by the overall mesh rebuild logic being relatively old and unoptimized.
Scientist Art Update
With the addition of the heavy scientists last month it became clear that the existing scientists were beginning to show their age. They’ve received a visual update to match their new allies.
Updated EAC SDK which improves data collection, in return, this should aid EAC in catching cheater like behaviour from servers.
Super Potato lowers texture quality to eighth resolution down from the prior lowest (Potato) of quarter resolution. Players who are experiencing crashes, system memory issues or excessive in-game stutters should try this new setting.
The compound has received a visual update, and should be a bit more interesting to navigate at night.
Water Fixes and Optimizations
The work done during for this patch was dedicated to fixing the most problematic issues related to visuals and performance on both client (all quality modes) and server. The most serious client performance issues were fixed and delivered during a mid-month patch. We also improved some of the client visuals that were most problematic (e.g. foam). Wave shape and behaviour was toned down.
More Lighting Optimizations
Lighting and shadows were still in the list of worst offenders. Improved and extended light LOD (level-of-detail) processing and did some work to reduce both light and shadow overhead on gunfire muzzle light flashes, especially in large shootouts happening in geometry-dense areas (e.g. oil rig).