Fixes and a Fresh Hackweek!
12:00am EST - It’s been one week since the August update and the team is trucking on future functionality and a fresh hackweek!
Hot Fixes
As is common after an update, some hotfixes were released after the patch hit. Here is a summary of what they fixed:
Ensure Server Image retains aspect ratio a bit better- should prevent parts of server images from being cut off or obscured
Ensure server title and logo changes properly on the session page
Prevent header image from stretching in the session page
Fixed store search using empty takeover names
Fixed missing media in store pilot showcase
Modding - Enable read/write on backdrop and road_tunnel meshes
Fixed Christmas lights bulbs not displaying
Fixed menu skin viewer quality changing based on the texture quality setting
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. Fixes very low quality, textures when using low VRAM GPUs
Multiple error fixes
Crosshair Customization
A long-requested feature is making its way into Rust: full crosshair customization. Still a work in progress, this new system gives you a bunch of options to tweak how your crosshair looks and behaves, all controlled via convars. You can view a demo here.
Here’s what you’ll be able to adjust so far:
Mode: Static (always visible), static hidden during ADS, or dynamic (adjusts to accuracy, hidden during ADS)
Style: Full, no dot, dot only, T-shape without dot, or T-shape with dot
Color: White, green, blue, red, yellow, magenta, or cyan
Dot Size: Adjustable from 0–5
Spacing: Outer line distance from the center dot (0–3)
Outline: Enable or disable an outline
Outline Color: Black, green, blue, red, yellow, magenta, or cyan
No ETA on when this will hit staging, but when it does, players will finally have some real control over their aiming reticle’s look and feel.
Hackweek
A fresh hackweek is kicking off, giving the Rust devs a week to step away from regular work and experiment with wild ideas, prototype new features, and explore creative projects that might (or might not) make it into the game down the line. Here is some of what we’re seeing so far:
Fractional water pouring - Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory (video demo)
Scrap Heli Seating - Added test seating and storage box (video demo)
Base heating - A new way of heating parts or the entirety of your base from the looks of it. Not many details available at the moment
Torch effects - Holding a lit torch provides some warmth, comfort, and slowly dries wetness (video demo)
Sparrow Missile Tiki Torch - Initial prefab setup as campfire, new model with different fire effect
Proc def snow - looks to be playing with the ability to have things like footsteps displace snow temporarily
Some cleanup to the tutorial process
Other Stuff
More work on the Decor Lighting DLC (Cozy beanbags, Mannequins, Chandeliers, etc.)
Naval Update progress continues (work on RHIB scientists, floating cities, etc.)
Fix servers in modded tab "randomly" not appearing in server browser
Changing some static barrels on Oil Rig to make them look less like ones you can harvest
Optimizations to the base player object
Fixes for texture streaming
Add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am in Jungle biome
Restore default sorting to be ping then pop (like the old menu)