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Optimizations, Tech Tree Improvements, and More!

March 12, 2026 by Bugs in Updates

12:00am EST – Development continues with a strong focus on backend optimization and systems work this week. The tech tree interface is also getting quality-of-life upgrades, the developer console has been expanded with new tools, and the upcoming apartment complex monument continues to take shape.


Server Performance Optimizations

One of the biggest areas of work right now is server networking performance. Developers have been experimenting with running player subscription updates — the system that determines what entities players should see — in parallel. Internal testing shows significant improvements under heavy load.

Several optimizations also reduce memory allocations and improve how networking tasks are scheduled and processed. The system for batching networkable updates has been refined to avoid creating excessive tasks when large numbers of entities are involved, and the main thread can now assist with subscription work while waiting for parallel tasks to complete.

Additional networking improvements include work on the NetworkVisibilityGrid system, improved packet handling, reduced allocation pressure, and enabling LZ4 high compression for network traffic.


Tech Tree Improvements

As part of a recent Hack Week project, developers have been experimenting with improvements to the tech tree interface — and it looks like the feature may be making its way into the game. The core idea is the ability to unlock entire paths of the tech tree at once rather than clicking through each individual node.

The UI now previews the full unlock path before confirming, highlighting the route through the tree and displaying the total scrap cost required. Unlocking can be done in a single hold action, with customizable unlock speed, making the process noticeably faster — and pretty satisfying to watch. The system also includes a few interface fixes, including resolving an issue where the total cost display could remain visible after switching tech tree pages.

Source: https://commits.facepunch.com/580517


Console and Chat UI Improvements

The developer console has received several improvements that make it easier to use and navigate. A new command list interface adds searchable commands, highlighted search results, improved autocomplete behavior, and a cleaner command browsing experience.

Chat systems were also updated so channel colors are now pulled from configuration rather than hardcoded values. Accessibility options allow chat label colors to be customized, and external channels such as Discord messages now display with proper color formatting.


Apartment Complex Monument Progress

Work continues on the apartment complex monument currently in development. Recent commits include new apartment doors, thicker and more detailed window frames, interior set dressing work, and structural additions such as an apartment wood stove.

Additional prefab updates and asset refinements suggest continued environment art progress as the monument moves further into development.


Fixes

A variety of gameplay, rendering, and stability fixes landed this week.

  • Fixed ScientistSuitNVGM mask causing errors

  • Fixed flickering hair cards in hide skirt

  • Fixed broken egg suit

  • Fixed corpse prefab pickup referencing incorrect item prefabs

  • Fixed pivot offset on apartment door B prefab

  • Fixed escape key not closing the attachment screen

  • Fixed console not pushing logs after entering commands

  • Fixed autocomplete command list snapping incorrectly

  • Fixed command override null reference in command list

  • Fixed deep sea planter errors when the deep sea event closes

  • Fixed GetBuildingPrivilege client softcore null reference

  • Fixed creative.freebuild grades breaking with the boat building plan

  • Fixed vending machine deployment regression

  • Fixed modular car fuel tank not connectable

  • Fixed navmesh loading failures caused by tilesLoaded not incrementing

  • Fixed binary save files not truncating correctly

  • Fixed server profiler recording failures on Linux

  • Fixed water SSR flickering when TAA was enabled

  • Fixed shadow issues affecting brutalist building blocks

  • Fixed incorrect cleanup on load failure

  • Fixed out-of-bounds navmesh tile index warnings

  • Fixed IO bounds issues

  • Fixed crashes and server build issues


Other Changes

A number of additional improvements and content updates were committed this week.

  • Increased the mature growth stage for most crops to 24 hours (from 14 hours)

  • Allowed Chinese lanterns to be placed on rock ceilings

  • Limit watch tower placement to every ~20 meters

  • Imported new firewood and firewood holder props with full prefabs, LODs, and colliders

  • Optimized firewood prop LOD distances

  • Continued improvements to kiosk models and trim materials

  • Bunny Suit texture, material, and cloth simulation updates

  • Updated and refreshed salvaged axe viewmodel animations

  • Updated third-person animations for several items and entities including machete, combat knife, workcart, locomotive, car passenger, arcade machines, and chairs

  • Improved third-person attachment handling and began converting attachments to prefab variants

  • Added attachment rotation component and third-person attachment culling at distance

  • Added new radial menu improvements for light toggles

  • Added a keybind to open the command list UI

  • Added a ForceServerIncludeMesh label system for server builds

  • Reduced mesh counts on certain props such as the Rustige Egg model

  • Added smoother viewmodel camera transitions when exiting animations

  • Cleaned up charm assets and updated skin lists

  • Updated armoured ladder hatch meshes and textures

  • Removed some temporary placeholder sounds

  • Various asset cleanup, folder organization, and prefab fixes

March 12, 2026 /Bugs
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