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Patch Changelist 4054
Printed and Polished
This month's update brings you a Blueprint Rework, the new Uzi 9mm, and our biggest optimisation focused updates yet! As well as many more bug fixes, refreshes, reworks, and lots of quality of life improvements.
Read the full post on the official Rust site
Features 13 lines
- Added Blueprint Fragment, Blueprint Page, and Blueprint Book
- New Uzi weapon
- New Crocodile Pie - repels animals
- New Shears item
- New Bird Flocks
- Added 4 new NPC style conversations to telephones
- Added mirrored L and U stairs
- Nailgun remake
- New Wool Armour Insert
- Added roaming scientist boats on the mainland ocean
- Better scientist boat AI
- Added repairable lighthouse mechanic to open the deep sea
- "pool.debug_mem_start <name-filter>" & "pool.debug_mem_stop <max log count>" - debug utility that reports callstacks for any objects that might've overflowed or spilled
Improvements 87 lines
- Updated to Unity 6000.3.26f1
- Optimisation: The deep sea now loads its content only when you enter it
- Optimisation: Workshop skin icons and textures no longer keep a copy in RAM
- Optimisation: Fixed fonts being duplicated in memory
- Optimisation: Reduced UI managed memory
- Optimisation: The server map image is now freed from VRAM about a minute after the connect screen closes
- Optimisation: Freed a lot of useless colliders and game objects from the client
- Optimisation: Building privilege checks now use a cache instead of physics queries on client and server
- Optimisation: Improved gun firing performance
- Optimisation: Tons of improvements to reduce hitches and overhead when entering network range of a base
- Optimisation: Fixed audio causing stalls when a sound got cut mid-play
- Optimisation: Reduced the networking overhead of windmills
- Optimisation: Reduced the overhead of idling SAM sites
- Optimisation: Industrial pipes are now much faster to generate and render
- Optimisation: Sound occlusion is much cheaper
- Optimisation: Removed GC allocations when playing modulated sounds
- Optimisation: Reduced overhead of seeing equipped clothing for the first time
- Optimisation: Rain and snow are cheaper
- Optimisation: Rail segment colliders are now built off the main thread
- Optimisation: Horses are much cheaper to animate on the client, and to process on the server
- Optimisation: Opening the map is faster, it no longer allocates every frame while open
- Optimisation: Many small savings across different systems
- Optimisation: Reduced the overhead of wild animals
- Optimisation: Fixed building privilege causing stutters when walking in your base
- Optimisation: Fixed a leak when disabling occlusion culling
- Optimisation: Reduced the overhead of idling rowboats and RHIBs
- Optimisation: Improved memory usage of animal animations (saved 65mb of memory)
- Optimisation: Improved memory usage of audio files (saved 470mb of memory)
- Optimisation: Improved how we load/unload deep sea terrain (saved 138mb of memory)
- Optimisation: Converted more renderers to more efficient LOD systems
- Optimisation: Improved performance when spawning some clothing items and hairstyles
- Optimisation: Most deployables in the players inventory will no longer create entities, reducing server entity count
- Optimisation: All building skins are now batched correctly, making them cheaper to render
- Optimisation: The friends list is much cheaper to rebuild, and no longer rebuilds while the friends menu is closed
- Optimisation: Fixed industrial conveyors causing server spikes when the destination refuses an item (e.g. ammo into a furnace)
- Optimisation: Reduced LOD and building batching spikes when moving around big bases
- Optimisation: Reduced CPU and GPU overhead of volumetric clouds
- Optimisation: Stripped a ton of unnecessary gameobjects with prefab flattening
- Optimisation: All mountables now use parented mounting, reducing network and CPU overhead
- Optimisation: Reduced network overhead of turret aiming, animal look direction, tree billboards, doors on door controllers, flame turret triggers, waterwheels
- Optimisation: Fixed a ~200ms server stall the first time a workshop-skinned item is crafted or reskinned after a restart and vending machine map markers
- L and U stairs can now be rotated after placement
- Rotating or upgrading a building block now tells you why when it's blocked
- The building plan now says "Blocked by X" instead of "Cannot build in this area" when the blocker is in plain sight
- Reworded the "Client update required" kick message
- Map markers can now be dragged by holding the middle mouse button
- Small trees have been given hit forgiveness. If your melee hit missed, but was close, it will now land.
- Diver propulsion vehicle no longer uses loses durability on pickup. Uses less low grade fuel and accelerates quicker.
- Cows moo less often
- Livestock animals now have colliders, you can no longer walk through them
- Added an 'Extract' option to berries so you can remove seeds without eating them
- Swapped the monument blockers outside Military Tunnel to the explosive-only variant
- Moved many items from 'Items' to 'Fun' in the crafting menu
- Animals now dismount closer to the player
- Animals can now earn potential while they are young, affects sales price
- Animals now dismount to the side if the back of the flatbed is blocked
- Horses, cows and sheep can now be renamed
- Chickens now need an authorised tool cupboard nearby in order to be renamed
- Chickens can now be renamed with streamer mode enabled. Only names inputted by other players will be filtered and instead shown as a random name
- Cows and sheep which spawned as rare specials are more clearly distinguished as being special on their UI stats panel
- Updated the UI showing who owns a cow/sheep to better distinguish between being owned by you or by someone else
- The livestock vendor now tells you how much wool you need when you don’t have enough to sell
- Added sfx when selling wool/animals
- Traincar loot is now doubled in softcore
- Neon sign sfx are now occluded
- Bread and brioche dung boost now applies to livestock
- Sprinting now increases hunger and fluid consumption by 10%
- Added ability to change colour of hemp (Accessibility settings)
- Added information to the livestock vendor to explain what they are looking for
- When quick moving items from a container they will go into the main inventory even if there is a matching item on the belt
- Lowered X markers on Swamp trees and made them slightly more forgiving
- Grenade type items now have animations for dropping and attaching
- Added audio muffling to the prisoner hood
- Disabled clans in softcore
- Loot panels now close automatically when moving out of range instead of going to the quick craft menu. Game setting can be found in Gameplay->Auto Close Loot (default on)
- In the “An Important Broadcast” mission activating a boombox now counts for all teammates who are in the same lab on the same mission
- Crabs colour variations are stronger, the rare blue crab is far more noticeable
- Improved performance of Crab and Jellyfish swarms
- RustRelay - reduce network overhead by merging websocket message header + message data into 1 packet.
- RustRelay - use Fleck instead of websocket-sharp
- UsePlayerUpdateJobs 4 is now default
- Greatly improved the handling of pt boat turrets
- Radiated water now has a unique colour
- Server events now persist their cooldown through server restarts
- Added a heartbeat sound when wounded
- Scientist boats will now swap out to a new driver
- Scientist boats now reposition when none of their shooters can see the target
Fixed 111 lines
- Fixed turrets draining their ammo on players behind twig foundations
- Fixed low ramps being blocked by deployables in the room below when placing or upgrading them
- Fixed ramps being blocked by another ramp up to 3m above them through a floor
- Fixed triangle foundations being placeable on top of brutalist ramps
- Fixed building skin roof overhangs inconsistently blocking building placement
- Fixed square roof side overhangs blocking foundations placed beside them
- Fixed triangle roofs being blocked by stone frames depending on their orientation
- Fixed "Line of sight blocked" errors on L, U, spiral and triangle spiral stairs when you have a clear line of sight
- Fixed ballista and catapult sounds not playing
- Fixed the battering ram broken-down animation not playing
- Fixed the quarry bucket drop effects not playing
- Fixed many deployable playing the wrong sound when they deployed or spawned in
- Fixed medium and large battery arc effects playing on uncharged batteries when coming back into range
- Fixed wires parented to doors stretching towards the world origin after leaving and re-entering network range
- Fixed boat privilege showing for edit mode boats you have no auth on
- Fixed horses losing their towed entity after a server restart
- Fixed players pulling siege weapons being slowed forever if the server restarts while they're pulling
- Fixed the catapult reload progress bar staying on screen if the catapult dies mid-reload
- Fixed the movement speed modifier showing in the inventory boosts UI when leading animals or pulling siege weapons
- Fixed horses sometimes flying after a ragdoll
- Fixed the cooking workbench not showing the kettle when preparing the new teas
- Fixed not being able to change the accessory of guns that have no skins in the repair bench (M16)
- Fixed mushroom pickups not showing your total in the pickup notice
- Fixed item pickup and item dropped notices not working with right-to-left languages
- Fixed oversized and misplaced ellipses on Arabic texts
- Fixed the crafting menu opening on top of the main menu when pressing both keybinds at once
- Fixed the main menu chat hiding the rest of the screen with the new render pipeline
- Fixed the safe zone warning staying on the main menu, and its missing title
- Fixed the F7 feedback screen thanking you for reporting a player instead of for your feedback
- Fixed the tutorial welcome video not playing correctly
- Fixed rain falling under some roofs
- Fixed generic popup sorting with the new render pipeline
- Fixed coming into network range of a half-mined node triggers impact animation
- Fixed players being able to drive bike through graveyard fence
- Fixed Halloween Dungeon crates hovering off the ground
- Fixed Spiral Stairs not decaying sometimes
- Fixed dungeon entrances spawning in building privilege
- Fixed players being able to shoot players through several deployables
- Fixed Halloween candies persisting after server restart
- Fixed scarecrows spawning within safezones
- Fixed radiation applying instantly when entering halloween / xmas portals
- Fixed scarecrow not always spawning in halloween dungeon collapsed end
- Fixed carvable pumpkin being lockable
- Fixed cooked wolf and human meat can be burnt inside the small oil refinery
- Fixed awkward player movement over xmas and halloween string lights
- Fixed the death screen appearing when first connecting to a softcore server
- Fixed some incorrect settings on the sleeping bag compass radial menu icon
- Fixed dances not unequipping weapons
- Fixed pumps at dome not saving correctly when usePlayerUpdateJobs was set to 4
- Fixed players being able to damage NPC's with vehicles in safe zones and not be marked as hostile
- Fixed players being able to park their vehicle on top of the livestock vendor
- Fixed being able to load two cows into a large flatbed
- Fixed incorrect material displaying when reskinning a double door on low mesh quality
- Fixed explosives appearing distorted when attached to a solar panel
- Fixed food sometimes acting refrigerated in random parts of the world
- Fixed a few ways for industrial connections to go through walls by destroying building blocks
- Fixed Hemp only being visible from 50m, now swaps to a 2d visual from 50m-250m
- Fixed Krieg shotgun spamming warnings when reloading
- Fixed being able split item stacks into a vending machine from the wrong angle
- Fixed animals sometimes rotating incorrectly when dismounting vehicles
- Fixed animals dismounting into the collider of a car if the flatbed was not at the back of the car
- Fixed seeds planted outside of planters sometimes showing inaccurate genes in UI
- Fixed a fluid IO issue where some circuits could cause massive amounts of io queue spam
- Fixed headshot sounds flipped directionally
- Fixed minigun bullets visually shooting through objects if they were within 2m of the camera
- Fixed being able to place a sky lantern inside of a door
- Fixed players being able to briefly clip into floors while ducking underneath them and jumping
- Fixed arrows briefly appearing behind the player shooting them
- Fixed animal corpses sometimes spawning clipping into the terrain and falling through
- Fixed rentable shops not processing transactions with sulfur
- Fixed some 3rd person weapon sfx playing twice
- Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away
- Fixed being able to insert water into Xmas wrapping paper
- Fixed chickens in tutorial acting too aggressive towards players
- Fixed player markers sometimes appearing in the wrong space for a frame when entering range of a player
- Fixed ghost costumes equipped on trophies not rendering properly
- Fixed abyss hazmats not rendering on trophies
- Fixed bee grenades appearing white when thrown with client.throwprediction enabled
- Fixed a rogue swarm of bees being visible outside the bee jar whilst held and during the throw animation
- Fixed calf purchase dialogue showing as successful when you don’t have enough scrap
- Fixed the admin third person camera zoom whilst using alt+scroll wheel also cycling the inventory hotbar
- Fixed firecracker throwing not working as intended
- Fixed the “An Important Broadcast” mission not being available for underwater labs with only 1 boombox
- Fixed bags assigned to you while you were dead not showing on the map
- Fixed lamps on player boats disappearing after sailing away from where they were switched on
- Fixed plants growing on player boats disappearing after sailing
- Fixed being unable to close open ladder hatches from certain angles
- Fixed the ramp placement guide flickering between floors stacked 1.5m apart
- Fixed the IO infinite power convar breaking static CCTV cameras
- Fixed sorting issues with stacked blurred CUI panels
- Fixed the admin UI's UGC history scrollbar layout
- Fixed the skin viewer showing a cart button when opened from the Steam inventory
- Fixed the water purifier showing its viewmodel in the skin viewer
- Fixed skull trophies being invisible in the skin viewer
- Fixed the store's NEW notification when skins are released
- Fixed pie menu icons stacking in the top right corner and emojis being offset
- Fixed a rare UI tween error
- Fixed players/NPCs briefly disappearing at 1 section inside the Nuclear Missile Silo
- Fixed canyons sometimes having an invisible hole at the bottom and killing players
- Fixed monuments sometimes spawning too close to eachother causing erroneous terrain artifacts
- Fixed some critter animations when transitioning between states
- Gameplay - add missing calls to ItemContainer.OnItemAddded-/RemovedFromStack
- Fixed player model hands being offset when driving a RHIB
- Fixed scientists on boats often being stuck on an unreachable target
- Fixed an issue causing projectile invalids on players mounted to boats
- Fixed players randomly dying in boats when driving near terrain
- Fixed being able to hide autoturrets inside ramps
- Fixed sleeping bag buttons on the deathscreen overlapping sometimes
- Fixed white line artifacting on a few item icons and map markers
- Fixed rope ladder in ferry terminal being annoying to climb
- Fixed the jungle biome having no ground water
Removed 3 lines
- Removed Intel x86 Mac support
- Removed Basic Blueprint Fragment
- Removed Advanced Blueprint Fragment
What's in Printed and Polished
- Blueprint rework
- Uzi 9mm
- Gamepad support
- Livestock rework
- Shears
- Lighthouse deep sea unlock
- Crocodile Pie
- Wool armour insert
- Mainland scientist boats
- Nailgun refresh
- Crows and seagulls
- Turn in place animations
- Mirrored stairs
- Modular car starting inventory
- Scientist boat improvements
- New explosive drop & attach animations
- NPC phone conversations
- Fruit trees
- Ramp fixes
- Building skins inconsistencies
- Triangle floors/frames splash damage fix
- Performance
- Performance - building privilege
- Performance - gun firing effects
- Performance - base loading
- Performance - avoiding allocations
- Performance - sound system
- Performance - deep sea memory
- Performance - terrain textures
- Performance - flashlights and lasers
- Performance - animation memory
- Performance - audio compression
- Performance - Workshop skins
- Performance - more terrain textures
- Performance - server startup
- Performance - map generation
- Performance - prefab flattening
- Performance - new navmesh
- Performance - network optimization
- Performance - network batching
- Performance - PhysX changes for cargoship
- Performance - jobs 4 now stable
- Volumetric clouds always on
- Scrap king building skin DLC
- Softcore changes
- Demoui2
- New Workshop skinnable: nailgun
- Retiring intel x86 mac support
- Anticheat update
- Rust premium - coming soon
- Modding - map reload
- Facepunch servers