In this update9
Full notes
Full Rust update
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What changed
- Server
- Gameplay
- Balance
- Fixes
- UI and audio
- Performance
TRAINYARD UNLOADING TOWER
The above-ground rail network is now connected up to the Trainyard area, and the Trainyard has a new tower that can unload certain types of train wagons.
Railway sidings will now sometimes spawn unloadable wagons in several varieties
Ore wagons filled with sulfur, iron, or charcoal
Fuel tank wagons filled with low grade fuel
Loot wagons that can be unloaded to reveal loot crates
All of these can be hooked up to a train and taken to the unloading tower at Trainyard for unloading. You'll need a green keycard and a fuse to get full access, after which you can unload as many wagons as you like. Ore and fuel go into an output hopper and fuel tank respectively inside the tower. Loot wagons activate their crates when emptied so you can then go out and loot them.
The above-ground Work Cart train engine has been reduced in power, and is now only able to pull a small amount of train cars at a time. The large new Locomotive provides superior pulling power instead.
FLASH BANG AND MOLOTOV COCKTAIL
Two new throwable items have been added to the game.
The Molotov Cocktail is a powerful area denial weapon which slows movement and deals damage over time. It can also be used to damage and destroy wooden structures.
The Flashbang is a short fuse, low damage explosive which will blind and disorient anyone unfortunate enough to be in the blast radius and looking in it's general direction. We're hoping the addition of this tool reduces the benefit of corner camping and shakes up how room clearing is approached
Both are available in the tech tree of the T2 workbench.
QOL
Updated Wooden Signs
The Wooden sign has been received a model update
Scrap Tea Buff
Scrap Tea now yields more scrap and lasts longer
Improved Cliff Collision
A number of cliff colliders have been improved, making them easier to climb
Invalid Projectiles when Mounted
Fixed a long standing bug causing invalid projectiles when mounted to vehicles
CUBEMAP AMBIENT LIGHT
The lighting in Rust has been quite outdated for a long time. The primary reason for this have been our highly dynamic environments that prevent us from using any sort of statically baked lighting data. This resulted in flat and boring looking environments, particularly in areas that weren't receiving any direct light. To combat this, I finally implemented our own ambient lighting model that uses a blurred version of our existing reflection data, which is already completely dynamic.
The new lighting model is of course enabled for everybody, but it comes with a few customization options. The previous "World Reflections" quality setting has been replaced with two toggles in the "Experimental" graphics options: Advanced interior lighting, which when enabled includes player bases in the new lighting model, and advanced forest lighting, does the same for trees.
PERFORMANCE WORK
I spent a good part of the month looking for client performance optimisations with varying levels of success.
I removed a variety of unnecessary components from all humanoid NPCs (Scientist, dwellers, shopkeepers, etc). This should reduce the performance hit when entering network range of an NPC.
I removed unnecessary components from various static entities that are placed in monuments (think vending machines, chairs, etc). This should make them spawn faster when entering network range.
I made some changes to our LOD system to more aggressively disable shadows in places where
Source
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