4:08pm EST - The devblog and client update are live!
4:00pm EST - The server update is live and devblog and client are pending!
3:00pm EST - Our update stream is live! twitch.tv/rustafied
12:00am EST - Update day is here! The team has been cranking on a bunch of performance improvements along with a bit of fresh content.
Update summary video
Don’t like reading? Puddy has you covered with our update summary video!
Hitch and Trough added
A new way to store and feed your horse is here! The Hitch and Trough is a default blueprint item which allows for you to keep your horse healthy and fed with minimal oversight. Once crafted, simply deploy the Hitch and Trough on the ground (can’t be placed on foundations), put some food in it, and dismount your horse directly in front of it. Your horse will stay put and not lose health providing there is food stocked in the Trough.
Some new variants of horses will be pulling into the stables of Rust with this update. A couple awesome looking new breeds have been added to the rideable horse arsenal. On top of this, the hair of horses has been redone, and it looks just fabulous!
Along with the new looks, horses received some tweaks under the hood. As is the name of the game this month, optimization was a primary focus. Along with better performance, some movements were debugged and ragdolls were improved.
Minicopter fuel gauge
A much sought after functionality has been added to the Minicopter. Pilots will now be able to tell how much fuel they have left with the use of a handy new gauge. Sitting right on the bottom of the pilots field of view, the fuel gauge gives an idea of how much fuel is left in the tank.
At the moment, the gauge is tuned to be full at 100 low grade fuel. Any amount over 100 will just show as full, but as fuel drops below 100, the gauge will start to fall towards empty.
That’s not all to shift in the realm of Minicopters, a bunch of profiling and optimization has been done to the underlying code to improve performance and lower overhead. These strides forward appear to provide significant improvements in server performance.
Continuing with the theme of the month, network performance has been tweaked and improved upon. Dealing with things like network lerp and tickrate, these shifts aim at improving the smoothness and accuracy at which you see other players.
Two new convars have also been added in relation to these improvements. ‘Player.tickrate_cl’ and ‘player.tickrate_sv’ are both set on the server side.
The team has done a number of other miscellaneous changes in the realm of optimization. Together, these stand to improve FPS both on the server and client side. From removing collider batching and improving entity registration performance to tree pooling and laser beam perf fixes - sprinkle in some physics optimizations and the team has done a ton this month to improve performance.
Graphics overhaul coming soon!
There is a huge body of work underway which will fundamentally shift the entire look and feel of the game. With the focus of Garry and a good portion of the team, these changes stand to drastically improve the ambiance of the game while also improving performance.
As with many exciting things, patience is key. These changes are so vast and all incompassing, it’ll take months of concerted effort before it’ll be fully ready to go. Stay tuned over the coming weeks for more information.
Hat tip gesture added
Can't pick up SAM sites containing ammo
Fixed crate marker sending too many network updates
Stuff spawned with entity.spawn always faces the camera
Added streamer mode to options menu
Fixed misclicking accept would reject the team invite.
Changed MoveItem amount to an int32 (modder request)
Strip newlines from chat input
Fix missing chinese/japanese/korean characters
Fixed water purifier disappearing after going out of network range
More enhancements for player animators and cinematic content creation
Giant Excavator is still in progress