Devblog 156

Heavy Armor Nerfs

Lots of people have been complaining about the Heavy Armor and how it protects too much. I disagree, but only because I know how it really should behave and the fact of the matter is it was only half implemented. I’ve taken some steps to bring it more inline with its original concept. First thing you’ll notice is that if you wear the helmet your view will be seriously impaired

Second thing you’ll notice is that if you wear the jacket you will not be able to aim down the sight thanks to how bulky it is. This means you’ll have to get good at hip-firing, use the lasersight, or rely on shotguns/flamethrowers etc.

Lastly, wearing either the jacket or the leggings fully reduces your movement speed to that of the full set rather than each piece providing a small reduction.

Lets see how this plays out. It may be too much, in which case I’d like to increase the protection even further. Or it may not be enough, in which case I’d like to add some more nerfs like being unable to swim. I still have some work to do with the view occlusion, I’d like to to eventually be a mesh and bounce up and down as you walk, and it probably occludes super widescreen multi-monitor setups too much. More on this next week.


Minor AI Fixes

I didn’t do much with AI this week, but I did fix an issue where some ore nodes were not properly carving the navmesh, resulting in AI potentially getting stuck between them. I also adjusted the bear walk animation to properly match its move speed.

Helicopter Rocket Fix

Shout out to arodax for pointing me in the right direction and finding the fix for our helicopters randomly shooting explosive rockets instead of napalm. For those interested: it happened when the helicopter was shot and forced into a strafe pattern, but the napalm cooldown hadn’t finished yet so explosive rockets were considered available. This should be fixed now

Shadow Improvements

I made a few changes to shadows this week. One issue that’s been bothering me for a while was the resolution of the shadows changing according to the camera orientation, so I went ahead and switched to a more stable solution. You should note that resolution is more predictable and hopefully less distracting.

In order to maximize shadow resolution, Two Cascades now has a maximum distance limit of 200 meters, regardless of the value you set on the graphics options. The No Cascades option already had a limit of 50, which is also the minimum. Only Four Cascades will give you the full range now.

Another shadow cascade related problem is that the hard border between different cascades can be quite distracting. I added blending between these regions in order to mitigate the distraction.

Finally, water caustics now get shadowed properly from the sun/moon light.



Ambient Lighting Improvements

We’ve been struggling with ambient lighting for a long while now, due to Unity limitations handling fully dynamic scenes. We’re now slowly working to solve some of these problems with the ultimate goal of improving overall visual fidelity of the game.

Until we have a proper global illumination solution, this week I took the opportunity to switch to spherical sky-based ambient lighting. It looks wrong in some cases but still beats what we had before, which was basically a dark flat color. It’s not final yet, but it’s a start. The ambient occlusion was also tweaked to cover a larger radius and higher intensity to add more depth.




Better Movement Violations

I spent some time reducing the false positive rate from the server side flying detection and eliminated some overhead from the water checks to free up some time to do other, more advanced verifications. Overall these improvements led to a much better detection rate with fewer false positives, which allowed us to push the detection strictness quite a bit. We’ll be experimenting with the parameters on some high population servers over the course of the next week in order to determine how far we can push the system without running into false positives.

Smooth Player Movement

You know how in Rust players in the distance looked like they were walking at half your framerate? Well, that was because in Rust players in the distance were walking at half your framerate. This was caused by some ancient optimization that no longer makes any sense and made every gunfight feel kind of shit, so I removed it and made shooting people feel buttery smooth in the process.

Large Furnace Exploits

Oops, looks like last week’s furnace placement changes fucked shit up. Those exploits are now fixed.

Garbage Collection Reduction

Nothing interesting to see here. I removed a bunch of needless memory allocations that were done every frame, which reduces the amount of garbage collections that occur.

Water Catcher Exploits

I realized that the various water catcher exploits were still around and finally addressed them with this update. Sorry, we really shat the bed there.

Launch Site Crane

I spent this week building a crane on the rocket launch site:

It will have two lifts running in the columns left and right of the crane, and not all floors will be accessible using it. For some I’ll have you jump because I know you all love it. As always, some juicier loot will be where it’s hard to get to. When I’m done with this, the next undertaking for me will be the rocket itself.



Rocket Factory Site

I’ve been working on a variety of tasks around the rocket factory site. I focused mainly on getting all the buildings textured, and I also did a quick dressing pass in parts of the level to get a better preview of what the finished area would look like. In addition I’ve been working on polishing the fuel silos, added pavements and curbs alongside buildings and tweaked the layout to allow for more open spaces. Next week, I will be going back to the rocket factory interior and getting it done to a presentable level.

Roadsign Armour Rework

A few weeks ago Helk and I talked about reworking the Roadsign Armour, so I’ve been taking a look at it this week. It’s a bit of a delicate one: on the one hand it’s an iconic part of Rust; on the other it’s just a few signs loosely dangling round your neck. Not to mention it already has a bunch of skins, so the textures all need to line up properly to keep the skins intact.

Fortunately there’s a lot of spare space on the old texture so I’ve got a bit of leeway to add some straps, buckles and rivets to make it all feel a bit more constructed. I’m using a few tricks to cut the plates up while maintaining a nice edge bevel and I’ll be taking another pass on the textures. Here’s where I am with it so far:

Water Jug Viewmodel

Animations and states are now setup for the Water Jug, so it’s ready for when there’s time to get it in game.

Player Animations

I’ve been going over the various player animations and fixing minor little details that looked a bit off. For example, the crouch walking animations had the spine jutting out a bit awkwardly, so I fixed that. I’m also polishing up the jumping animations and re-adding the multi-directional jump animations so it looks more natural when you jump sideways/backwards.

Viewmodel Tweaks

I finally finished going through all of the viewmodels, fixing minor cosmetic issues such as awkward looking wrists and clipping animations.

Tier 2 Workbench

Finished up grounding the props onto the main model, and also finished up on the textures. Now finalising the LODs–those loathsome LODs–and setting up the prefab, it’s so nearly finished!


After playing and taking a bunch of notes after the last patch went out, I’ve gone through and polished up some of the newer footsteps this week. Barefoot concrete and wood sound a lot better now and most of the grass footsteps are a bit softer and sound better as well.

Animal Sound Polish

I’ve polished up most of the animal sounds that weren’t playing before the AI update (sleeping sounds were the really bad ones). I’ll do a full pass over all of these once the animal animation updates are finished.

Mix Pass

I also did a higher level mix pass over our audio this week. There was too wide of a difference between our quietest sounds and our loudest sounds, which caused people to turn their volume up to hear the quiet bits, and then get their ears blown out when an explosion or gun goes off nearby, so I’ve brought some of the quieter stuff up a bit and most of the louder stuff down a bit. This was a fairly quick rough pass, so I’m sure there’s some bits that are out of whack still, but most of the core sounds should be a lot more reasonably balanced now.

I made some EQ adjustments and swapped a few ambient sounds out for better versions as part of this too.

Metal Recording

I got my hands on a bunch of chunky, solid pieces of scrap metal the weekend before last so I’ve spent some time recording that stuff this week. Metal has been one of the harder things for me to get good recordings of because I have mostly had access to fairly thin metal, and that doesn’t always have the tone or texture that I’m looking for. Some of this stuff will be used to improve weapon sounds and some will be for UI/physics sounds.


Music system updates are coming along nicely! The back-end updates are fairly nailed down now, and I’ve spent a good chunk of time on editor side UI this week. Here’s a little peek at the old UI vs the new UI (although the length in bars bit on the old one is actually newish too):

In the previous system music playback was divided into layers and sections. Sections divided a song up in the time domain and layers were divided a song by instruments (ambience on one layer, drums on another, etc). This worked okay, but the strict section time division thing was getting in the way, so I’ve got the music system working much more like traditional audio software now. Layers still exist but clips of music can live anywhere in time on a given layer. This means I can lay drum stings in right on the timeline with the meat of the music, and we have the flexibility to do clips that have lead ins instead of every clip needing to start right when a section starts.

After the core UI stuff is finished up I want to explore adding some randomization to music playback. Playing random clips is an easy and obvious first step here, but I’d also really like to jump around the timeline a bit a specific points. Being able to loop a section of the timeline a random number of times, or to randomly jump to one of a handful of different playback positions could be really cool.

Bumps And Bugs Fixed As We Head Toward Next Wipe…

Fixes and tweaks

1:15pm EST – After a large launch last week, the team is focused on tweaks and fixes. Let’s get into it…

Player boosting kicks

After some shifts to the ingameantihack system last week, players have been getting kicked for violations while boosting on other players’ heads. This has been fixed, so player boosting should no longer result in a kick.

Viewmodel tweaks

Minh is continuing his work on viewmodel animation fixes. After tweaking a ton of them last week, there are only a few more to go before he moves on to animal animations.

Shooting through/under stone doorway

There has been an issue with being able to shoot through a small slat under a stone doorway in certain situations (mainly during raids). This has been resolved.

Other things

  • Fixed various issues with dungeons
  • Fixed issue with players being culled when looking over a low wall
  • Fixed being able to drop items between icons

What’s New In Rust

10:10am EST – We have confirmation from the official Rust Twitter that the update will hit in a couple hours. Also,

Also, new skins are live!


What’s in store? A new animal AI, improved sounds and models, better large furnace placement,

a fresh version of Unity, along with a bunch of other changes and tweaks.

New animal AI

After weeks in development, the new system for animal ‘intelligence’ is set to go live with this update.

Although the Rust wildlife will still look the same, they should move much better than before –

no more jutting up and down sheer cliffs or running through stuff. Some also now have meaty gibs!

As with any first iteration – especially one of this magnitude – there is still a lot of work to be done.

This launch is the baseline functionality. Once in place, the team will be able to build over time;

adding new models, animations, sounds, and hopefully creating unique behavior for each animal.

Don’t be surprised to see bugs, glitches, or just overall wonky animal behavior this week and expect more

improvements and optimizations to AI over the coming patches.

Better large furnace placement

A great quality of life improvement this week, large furnaces are now much easier to place on uneven terrain.

Also, their foundations extend down further than before.


Rust Hack Report is back

After being silent for over a month, the Twitter feed of game banned cheaters, @RustHackReport, is back.

How better than to come back with a bang? It added ~2,400 bans to the still growing list (although much of that is probably backlog).

Hopefully those bans keep coming; this hacker situation has been out of control lately.


New footstep sounds

A whole slew of new sounds have been added, mainly footsteps based on where you’re walking and what type of footwear you’re sporting.

This accounts for barefeet, boots, burlap, hide, and hazmat on surfaces like grass, dirt, sand, snow, concrete, carpet, metal, wood, stone and more!

Great work by Alex on this one, walking around is much more dynamic now.


Updated models and animations

Mihn has done a ton of tweaks and fixes to animations and viewmodels for various items in game. Although nothing may be immediately apparent,

it’s likely you’ll notice some differences as you settle in this wipe.

Deer meat added

Supplementing the new animal AI, a fresh type of meat has been added. No longer do deer yield chicken – deer meat is now an item.


Unity 5.6

A big step forward for the underlying engine which runs Rust – Unity has been updated to version 5.6.

This is a significant change, as up till now, Rust has been running on Unity 5.4.2f2.

What does this mean for you? Well, along with making the new animal AI possible (Navmesh),

Unity 5.6 boasts better tools for developers, improved performance (or so they say), better graphics,

and a slew of bug fixes and improvements. You can find more on Unity 5.6 here.


Performance concerns

As always, with large launches months in the making, a major concern is performance.

Although the team has made strides forward in both client and server performance over the past several weeks,

this new version of Unity (and specifically Navmesh) currently causes some issues.


Mainly, starting a server is now a much longer process due to the Navmesh creation. During that time, CPU usage on the server box

During that time, CPU usage on the server box shoots up to 100% and holds there for up to 5 minutes.

This generates lag and sometimes mass kicks on all other servers running on the box – which stands to be a big issue,

especially for servers on shared hosts (you know, like most of them).

On top of that, with any change this massive, you can’t really know how server performance is going to hold up with

people in one server until you actually have 300+ people in the server. This is all to say, we’re entering a bit of

untested territory with this update; fingers crossed it all goes smooth.



This Week In Rust

Simple handmade sight added!

Simple handmade sight

First teased last week, the new simple handmade site has been implemented.

Costing high quality metal, this weapon attachment allows you to aim at your

foe slightly better than iron sights. Here are some details and pictures…

6 high quality metal

Searchlight added!

Helk has just added the searchlight item. It runs off low grade (1 low grade spent every 20 seconds),

is bright as fuck, and can be pointed around by holding E and selecting ‘Use.’ Here are some details:

1000 wood
500 frags

Other stuff

Several other things have been completed this week, for more information on that check out my previous post, but here’s a rundown:

  • FOV is fixed (reverted back)
  • Fix for plants not growing / applying color scale
  • New skins added
  • Various optimizations (see details on devblog)
  • Fixed purple textures on stone hatchet projectile
  • More progress on new rocket factory dungeon (probably not making it in next week)
  • More progress on animal AI (maybe next week?!)

Fixes and prerelease progress

It’s a fresh week for Rust development, and although we’re not yet seeing a ton of new things for this week,

we are seeing a bunch of preparation for the next forced wipe on April 6th.

Plant fixes

Helk has implemented a couple fixes for plants. First and most important, he’s fixed plants not growing.

He’s also fixed the color scale of plants (which wasn’t being applied).

Unity 5.6.0f2

Garry has upgraded the prerelease branch to Unity 5.6.0f2. Along with continuing on the animal AI,

he’s implemented some fixes and improvements to the UI. Here’s hoping the new AI system will launch

with the April 6th forced wipe!

World model shifts

Minh Le and Alex have been working on several world model and LOD changes for guns,

attachments, and other weapons/tools.

Rocket facility progress

Damian is working on the rocket facility site, first teased last week in devblog 153. Don’t expect to see this April 6th,

however, according to Alistair the launch site is quite some time away, and has not been merged into the staging branch.





Seeing far off in the distance no longer requires a gun with a scope; binoculars are in.

This new tool allows you to toggle between 3 zoom levels, offering magnified views

greater than even then 4x scope! They do cost a gear (and high quality) but you can

find them in purple loot boxes around the map (and even recycle them for a chance of a gear).


5 high quality
1 gear


Furnace and campfire auto stop

No more bags upon bags piling up amongst ever burning furnaces and campfires

they now stop altogether once a single item is ejected. It may be inconvenient,

but is aimed at improved server performance. All those burlap sacks piling up and combining outside of every burning furnace across the server adds up.

combining outside of every burning furnace across the server adds up.

There were some more drastic changes proposed to furnaces – which we may still see in the future

but for now, furnaces and campfires just stop the moment something ejects.

Crossbow: No gear required

The crossbow may be seeing a resurgence as it no longer requires a gear.

With any give, there comes a take, so it does now cost more wood, rope, and frags.

Old cost
100 wood
50 frags
1 rope
1 gear

New cost
200 wood
75 frags
2 rope

Netting cost reduced

Providing a bit of cost balance to the newly added netting,

Helk has reduced the price. It not only now costs 1 less rope,

it requires wood instead of metal fragments.

Old cost
5 rope
15 frags

New cost
4 rope
200 wood

Other cost reductions

The cost of several other items has also been reduced.

  • C4 requires 2 tech trash (instead of 3)
  • Holosight requires 1 tech trash (instead of 2)
  • Silencer requires 5 high quality metal (instead of 8)
  • Eoka cost reduced (now 75 wood and 30 frags)

More pick ups

In addition to the new requirement of tool cupboard access and hammer for picking up all objects,

Helk has added the ability to pick up a several deployables. Here’s a list of what you can now pick up:

  • Auto and flame turret
  • Tuna lights
  • Lanterns
  • Ceiling lights

Stuck decals on spinner actually spin

Iterating on the spinner added last week, Helk made it so stuck items will actually spin.

Arrows, spears, machetes, etc. thrown at the spinner will also move around.

Although it may be a small change, it does open up more possibilities for this new spinning wheel.

Entity pooling

Also in the optimization realm, Andre has been doing a bunch of work this week with entity pooling.

As opposed to the furnace stuff which focuses on servers, this entity pooling is mainly aimed at improving client .

performance. Awesome! Hopefully between the two we’ll see better performance all the way around after the update this week.



Other changes

  • Skins are no longer marketable while they’re in the item store
  • Client optimization in the form of entity pooling
  • Candle and miner hat show fuel inventory
  • Muzzlebrake has higher durability and further reduces recoil
  • There’s an awesome looking new simple handmade sight which is on the item list,
  • however, it needs more work on geomitry so it won’t make it in this week.

Platinum VIP Has Arrived!!!

Rusty Dallas is proud to present our newest kit Platinum VIP all the perks of Gold VIP with a few extra

with a few extra bonuses ….

Platinum VIP

This includes GOLD VIP for all servers under the rusty dallas umbrella!!!!!!!!!

Includes 3 builder kits a wipe (use /kit in game to redeem)

Incldes Bgrade 1 and 2

Includes ♛ CHAT TAG

Includes ENTITY RADAR (see clan/friends and dangerous animals)

(type /eradar enable) to enable

Includes a custom spawn kit on a 5 min cooldown.

Devblog 152

Spinner wheel added

A new interactive item has been added: the Spinner Wheel. With the ability to be

painted like a sign, then spun around,

this wheel will allow people to make decisions or play games. You can allow anyone to

spin or only one person, and lock edits once

you’ve painted it just right. Here are some pictures and details…


Supply signals are back!

Helk has added supply signals back into the loot tables. Although they are

very, very rare drops in military crates, we at least have a chance of finding them again!

Edit: Confirmed from Helk, there is a 2% chance drop in military crates for supply signals.


Netted wall frames

First seen in the devblog last week, work on wall netting has progressed.

Allowing players to quickly traverse between levels of their base,

this netting stands to provide a lot of new opportunities when it comes to building.

It’s not clear if this will make it in this week, but stay tuned for more as we get closer to Thursday.

Edit: Netting made it in! 5 rope and 15 frags to craft.


Console system 4.0

Garry has updated the F1 console, bringing about a new look and some functionality improvements.

There’s a new style to the top tabs and the window now fills the entire width of the screen.

Best of all, console commands now have autocomplete!



Foliage displacement

Gone are the days of big bushes sticking up through your base. In a small but impactful change,

Andre has added foliage displacement to foundations, meaning those pesky bushes pushing

through your floors should be a thing of the past.

Edit: This isn’t fully implemented at the moment. It should be working for grass, but not all foliage as of yet.


Demo improvements

After adding the functionality last week, Garry is making some tweaks and improvements to demo playback.

Along with recording voice data, he’s fixed it so you can now see grass.

He’s also added a helpful new cvar for camera speed, “camspeed.”


Death pit walk out

In a controversial shift, Vince has taken some of the danger out of the death pit in caves.

Players are now able to walk down and recover their loot.

Edit: Damage has been upped to make sure fully armored people die everytime.



Sewers coming to airfield

Some exciting changes are coming to the airfield, as Vince has started working on a

series of sewers and bunkers for that location. Don’t expect to see them this week,

however, as with most dungeon art changes must wait till the next forced wipe (April 6th).


Other stuff

  • New bed model added
  • Added small refinery to both harbors
  • Presumably fixed vending machines sometimes breaking when placed in doorways
  • Heavy plate armor no longer provides insane rad protect
  • Potential fix for errant explosive rockets from helicopter
  • Fix for difficult locker placement
  • Pumpkin has 1 season
  • Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
  • Some work being done on Hapis! (confirmed with Petur, we won’t see this till next forced wipe)


Leader Boards

5x Leader Boards as of


EST Wednesday 3-15-2017

Player Challenges

animal kils:
1. -161 [cake]Hoov/Khy
2. -124 [cake]|CMOHBD| Allahu Akbar
3. -104 [NFG] Soul Collector

Kills With Arrows
1. -22- Switzy
2. -7- GoBananas
3. -4- [NOBL] [Checkme] Need RL

Structures Built
1. -9801- [apes] ReUp
2. -8697- [NFG] Soul Collector
3. -5081- [Cake] Hoov/Khy

Clothes Crafted
1. -298- [apes] Gilgamesh
2. -278- [RiP] PrYm3r
3. -221- [apes]Mikechu

Eplosives Thrown
1. -243- spuudysanic
2. -206- [USSR] Yomoma
3 -168- [new] pdo

1.-150- [RiP] OT Anchorman
2.-109- [RiP] SMILE.
3.-62- [RiP] PrYm3r

Players Healed
1.-25- [JKA] NoMercy
2.-24- Scorpion10
3.-16- Albino Jellyfish

Players Killed
1.-222- [RiP] OT Anchorman
2.-192- [RiP] SMILE.
3.-[apes] Playboy

Melee Kills
1.-4- [PSM] v1bez
2.-3- Albino Jellyfish
3.-Wojtek #MAGA #ProudBoy

Plants Gathered
1.-1188- [RiP] OT Anchorman
2.-814- [USSR] Slugrunner
3.-686- [apes] Gilgamesh

Longest PVE Kill
1.-860- [RiP] Ether
2.-415- [new] Gramma Gummers
3.-412- [Purge] MillenniumSwift

Longest PVP Kill
1.-640- [fuck] yungh
2.-330- [GGNORE] Protocol37
3.-291-[Cake] xhatethebastardx

Structures Repaired
1.-2324- [apes] ReUp
2.-1341- [Cake] Hoov / Khy
3.-870- [USSR] Beanerschnitzel

Revolver Kills
1.-4- Switzy
3.-1- [PQH] [A3]Elysian

Rockets Fired
1.-201- [TNT] JULIA 1475
2.-82- [BOOF] Coyote |
3.-81- [RiP] PrYm3r

Ore Gathered
1.-1653186- [Cake] |CMOHBD| Allahu Akbar
2.-1599515- Scorpion10
3.-1329525- [Cake] Hoov / Khy

Blade Kills
1.-2- [BGT] Sublime YT
2.-2- Sitzy
3.-1- [USSR] Slugrunner

Weapons Crafted
1.-460- [new] pdo
2.-205- Scorpion
3.-192- [Airmen] Sloppy Joe

Wood Gathered
1.-785490- [Cake] Hoov / Khy
2.-576005- [NFG] Soul Collector
3.-563755- Scorpion10


10x Leader Boards as of 11:55pm EST

Wednesday 3-15-2017

Player Challenges

Animal Kills
1.-115- [IMD] Shook
2.-71- OnePunchMan
3.-65- [DopE] Toxic

Kills With Arrows
1.-6- swagnorpo
2.-6- [Misfit] DeltaForce650
3.-5- joeisafag

Structures Built
1.-7456- [Misfit] ✪ Sacraficion ✪
2.-6710- [IMD] Shook
3.-6662- [DOAP] Chris_mix

Clothes Crafted
1.-228- Josephe
2.-151- [NSP] d_to_the_dub
3.-129- [Cooks] AresAwoken

Explosives Thrown
1.-385- [IMD] Shook
2.-328- [IMD] Jonsin
3.-304- [Cooks] RubberDucky6

1.-82- [penis] Griswold
2.-61- [SSS] Capt.Faps Alot
3.-56- [IMD] ☆ Braysen ☆

Players Healed
1.-73- [IMD] SaltyLootGoblin
2.-68- Balut
3.-[Meeg] Zoom

Players Killed
1.-140- [penis] Griswold
2.-101- [SSS] Capt.Faps Alot
3.-101- [IMD] ☆ Braysen ☆

Melee Kills
1.-3- [ARS] Chance
2.-2- [SSS] Clark_Saint
3.-2- [Fai] Fumble

Plants Gathered
1.-468- [penis] Griswold
2.-339- [DEA] Koterboat
3.-325- [RVR] Puppy Weed

Longest PVE Kill
1.-369-[DOAP] Nkxseal
2.-355- Timmy!!
3.-331- [IMD] JonSin

Longest PVP Kill
1.-317- EliTE SnIpZ$
2.-312- [SSS] Capt.Faps Alot
3.-304- JuanSteve

Structures Repaired
1.-1871- [DopE] Toxic
2.-1756- Agrad
3.-1287- Timmy!!

Revolver Kills
3.-3- Bob

Rockets Fired
1.-613- [IMD] Gotcha
2.-310- [IMD] JonSin
3.-189- [RVR] Dumaux [Reaver]

Ore Gathered
1.-1446638- [Shock] BadKnifer
2.-1229830- [OPBS] Ando5000
3.-1218679- [IMD] Shook

Blade Kills
1.-3- [Merk] tiddy boi tim☉☉
3.-2- [Hush] Lil Bread :0

Weapons Crafted
1.-277- [BBKJ] Vanilla
2.-261- zayjay
3.-257- [NaSF] Zouterig

Wood Gathered
1.-797080- [Meeg] popsicle
2.-726220- [Shock] BadKnifer
3.-719637- [papppa] something simple

Rusty Dallas 3x Now Live

Rusty Dallas is proud to announce we now have a 3x server if 5x and 10x are too fast paced then this is the place for you. The new 3x server has or will have all the same perks as 10x and 5x some are still in the works but will be there soon kits, tp, and shop. So come join us in our expanding Rusty Dallas family.


Devblog 151

  • Fixed invisible LR-300 worldmodel bug
  • Flashlight lod updates
  • Crossbow world model uv fixes
  • Reduced mesh compression on weapon world models
  • Rocket launcher world model uv fixes
  • Sound creation optimization
  • Physics sounds are quieter unless the impact is pretty hard
  • Lower vertex counts on Stone & Sheet Metal tiers
  • Added multithreaded mesh batching
  • Added better profiling
  • Fixed workshop skin memory leak
  • Fixed plant material memory leak
  • Optimized workshop skin loading
  • Added “itemskins” convar to disable workshop skins
  • Made network cells more granular
  • Optimized client side plant entities
  • Fixed craft canceling sometimes losing resources when inventory is full
  • Dense bushes have an extra LOD
  • Heli always strafes with napalm if target has no TC access
  • Lowered cost of AutoTurret
  • Autoturret parts found in purple crates + towns
  • Lowered cost of flame turret
  • C4 won’t stick to Decor Deployables
  • Decor Deployables can only be picked up with TC access + hammer equipped
  • Out of Stock Vending machines show up as red on the map
  • Fish provides animal fat
  • Fixed being unable to place walls next to a metal shopfront on a triangle foundation
  • Fixed SAR buff/SAP nerf reversion
  • Fixed Harbor 2 not showing up on map

Lockers have arrived.

March 07, 2017 by Bugs
It’s a fresh week for Rust development and we’ve got some fixes, tweaks, and some exciting new convenience

when it comes to storage…

Storage lockers added

A new way of storing items has been added, and it provides a new level of convenience when it comes to storing loadouts.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time,

you simply click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents.

This will allow people to get going much quicker after freshly spawning.

The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality to

instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply

click the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow

people to get going much quicker after freshly spawning.

to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply click

the ‘swap’ button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow people to

get going much quicker after freshly spawning.

Like vending machines, they can only be placed on foundation or floor blocks. Also, as you probably guessed, lockers accept code locks just

like other storage… and it can be skinned!

Weapon tweaks

Minh and Alex have been rocking out a bunch of fixes and tweaks to weapon

weapon animations and world models.

Here are some highlights:

Crossbow world model fixed
Added new silencer smoke f/x when shooting
Tweaked the position of the muzzleflashes when a muzzlebrake is added
Tweaked the offset for the thompson viewmodel holosight
Tone down the recoil animation when firing (ADS)
Improved revolver 3rd person animations.

Fixed foliage transparency

Recently pointed out on reddit, using TSSAA would make certain bushes essentially see-thru.

bushes essentially see-thru.

Thankfully, this has been fixed on the staging branch, so it will no longer provide an advantage

longer provide an advantage after the update on Thursday.

Fixed skin memory leak

The devs have fixed a memory leak involving skins which has been plaguing people recently.

He’s also added a new cvar…

Itemskins cvar

Added by Andre today, this cvar allows clients to completely toggle off custom skins.

To try it, simply to go console (F1) and type ‘itemskins 0’

(set this back to 1 if you’d like to turn them on again).

Note: this only disables new skins from loading. If you toggle this off

while in the presence of a skinned item, it’ll still render the

skinned version.

Animal animation fixes

A few tweaks to animal animations are making it in this week, while the specifics are

unclear we can hope that this is leading up to changes in animal AI!

Other things

Fish provides animal fat
Shopfront no longer blocks wall placement on triangle foundations
More progress on animal AI branch (still on prerelease)