RUST

 
STEAM AWARDS Rust's 10th Anniversary is coming up and we would love nothing more than for all you loyal Rust players to nominate for us in the Steam Awards - Labor of Love! In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be. But what has really blown us away is the great milestones that have been achieved within the community such as: Regularly being in Steam’s top 10 most played games 350+ content updates 16,000,000+ copies sold. $1,703,923+ raised for multiple charities 960,000,000+ hours watched on Twitch 244,000+ peak player count 75,000,000+ Twitch drops claimed 151,000+ peak player average per month 124,000+ Steam workshop items posted If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon! And stay tuned for Rust 10th anniversary celebrations! SUPPORT A STREAMER CAMPAIGN Beginning December 7th till December 31st 2023 we will be hosting our very first Twitch Support a Streamer Campaign! During this period anyone that purchases 2 (two) subscriptions from any participating Rust Streamer will earn an exclusive Creator Computer Station to use in game! This functions just like the current computer station, but in style. Keep an eye on our socials and the official website for more details and who you can watch to get the creator computer station! More info & FAQs: https://rust.facepunch.com/support-a-streamer BLOOPRINT 2M SUBSCRIBERS Well well well ...he did it! Bloorprint hit 2 MILLION subscribers. I do believe this makes him the highest subscribed Rust channel to date? Please do correct me if I'm wrong. With his great achievement he's also created what he calls his "magnum opus". A nearly 4 hour masterpiece to commemorate the long road that got him here. Settle in, grab some popcorn, and give this man some of your time (and a thumbs up). Congratz Bloo, we're proud of you! COBALT - THE DESCENT Another long-time coming project SyntheticKill as been working on is out! Tons of cameos in this one including yours truly as the Exposition Commentator. Had a few hitches a long the way with ever-changing Rust development causing some delays in his cinematics but we got there! Is this how YOU saw Rust lore happening? FANCYORB'S GLOBAL WARFARE Alright so as many of you may know FancyOrb did a huge event this summer involving tons of creators and their pals to do a Global Warfare event. The map was a replica of earth in its entirety. Every region was battling to maintain control of their territory and take control of others. Blood was shed, politics were fierce, and treaties were undermined. This epic story FancyOrb narrated shows exactly how events unfolded. 300% worth the watch! This event will take place again next summer even bigger and better. Stay tuned! IF RUST WAS AN ACTION MOVIE Dyl Dip make this cute little action cinematic short! Is this where we call Vin Diesel? SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Cover image by Alpha! Продолжить чтение...
 
The Steam Awards are once again upon us and this year, we’d really appreciate getting your nomination for Rust in the Labor of Love category, as our big baby turns 10 years old this December! The Labour of Love award perfectly describes our past ten years of development as: With teams working around the clock, on almost every continent, we still continue to spend every day monitoring, maintaining, and nurturing the game. And we release monthly updates - without fail - delivering new content, lore, plus regular Twitch drops, and more. We provide regular updates on our efforts to ensure the community are aware of what’s happening in game and behind the scenes - plus, we have brought in a range of new mechanics, skins, monuments, landscapes and graphical and gameplay improvements - with many of these also monitored and improved on post-release. We listen to the Rust community and use their feedback to influence balancing and fixes that have encouraged all sorts of innovations within the game. Each month sees us constantly impressed by what the community can create and exploit. And looking at just the last 12 months, we’ve brought players tug boats, helicopters, drones, parachutes, train linking, decorative items, storage, and more. In the last 10 years, the game has undergone some huge changes, including graphic, physics, and engine updates and rebuilds, all because we’ve wanted to make Rust what it is, and what it could be. But what has really blown us away is the great milestones that have been achieved within the community such as: Regularly being in Steam’s top 10 most played games 350+ content updates 16,000,000+ copies sold. $1,703,923+ raised for multiple charities 960,000,000+ hours watched on Twitch 244,000+ peak player count 75,000,000+ Twitch drops claimed 151,000+ peak player average per month 124,000+ Steam workshop items posted 1,054,000+ Community followers 980,000+ Steam reviews 7,200,000+ Twitch followers 353,000+ X Followers 12,400,000+ YouTube views 160,000+ YouTube subscribers If you feel we are deserving of your vote, we'd love for you to give Rust yours in this category and we have no plans to stop crafting and refining our rewarding and multi-purpose game any time soon! And stay tuned for Rust 10th anniversary celebrations! Продолжить чтение...
 
ABOVE AND BELOW RAIL LINKING This month we are finally connecting the above-ground rail network with the underground. While playing on servers with a world size of at least 4250, you will find one or two rail tunnels allowing you to seamlessly travel between the underground and above-ground networks. To do it, simply take a train inside one of the tunnels, drive it down a short slope and you will be inside the underground network. All wagon types are fully compatible with both networks regardless of their length allowing for new gameplay opportunities. To top it off, we also made some visual tweaks to the network that fix light leaking issues in small areas like the stairwells, as well as made some other minor tweaks and fixes. UNDERGROUND TRAIN SIGNALS For a while now we've had signal lights in the underground train tunnels, but they were always off. They're now fully functional and can be used to see what's up ahead. A green light means the block is clear. A red light means the block has something in it - a train or a barricade. A yellow light means the next block has something in it, so you can get prepared. A "block" is the section between two train signals. If there's no next signal, it's the rest of the track, either to the end of the line or the next 500m if it's further than that to the end of the line. WIRE TOOL RECONNECT Not only did we couple the rails this update: we also allowed you to re-couple your wires! If you have done electrical before, you know the pain of unequipping a wire tool and having to re-run the wire from the top to bottom of your base all over again. (or yelling for a teammate to place a root combiner quickly!) Short demonstration here. Note: If a teammate blocks industrial with a wall as you have your wire tool holstered it will resume right before the industrial pipe is blocked. We also added the ability to reconnect existing wires to avoid rerunning them through the base. This speeds up redesigning circuits and will make reconnecting long wires significantly easier. Use right click to reconnect, hold right click to disconnect & clear wire. ITEMS ON VEHICLES Dropped items no longer fall through vehicles. You can now drop items on trains, cars, boats, helicopters etc and they'll collide properly. Dropped items do have some mass, so they can weigh vehicles down a bit if there are a lot of them. But you can still fly a scrap heli load of stuff across the map. FRONTIER BASE DECOR PACK New this month is the Frontier base decor pack DLC, a wild western-themed collection featuring ten new items and 17 variants. The pack can be bought from the Rust Steam item store or in-game. Fish Trophy Put your best catch on display for the world (or at least your teammates) with the Fish Trophy! Simply insert a fish to make it appear on the mount. Try interacting with the mounted fish to get a peek into the life of a fish in Rust. Hunting Trophy Caught something a bit too big for the Fish Trophy? The Small and Large Hunting Trophies allow you to stuff and mount the heads of your foes. To get started you’ll need to use the new Skinning Knife to harvest a corpse, this will result in a special Head item that can be mounted. The Large Trophy can display a Shark, Bear, Boar, Wolf, Polar Bear, Horse and Stag head. The Small Trophy can display either a Chicken or Humanoid head. When harvesting a player or NPC, the head clothing worn by that person will be displayed on the mounted trophy. Once a Trophy is mounted you can mount extra matching heads onto the stand, this will be tracked and displayed along with the name of the creature or player. Wooden Frontier Bar Doors Make a stylish entrance with the Wooden Frontier Bar Doors. These can be installed into a Wall Frame and operate like a regular Double Door except your player opens the doors like a gunslinger walking into a saloon. You can also open the radial menu to access the kick option, giving you even more style when opening the doors. Wanted Poster Look your enemies in the eye, all the time, even in your own base with the Wanted Poster. You can interact with a deployed wanted poster to assign a player to it, this will put the players mugshot and name on the poster. You can select from any player in your contacts (any status) or from your friends list. The Wanted Poster comes with 3 additional skins with different styles and sizes. Torch Holder Don’t throw out your starting Torch yet, now you can put it in this fancy holder to provide some quick illumination in your base. Once you insert a Torch you can interact with it to Ignite/Extinguish it and it will react to any nearby Igniters or sources of water (Water Buckets, Water Guns, Sprinklers, etc). The Torch Holder works the same with all Torch skins, even the Abyss Torch. A mounted lit Torch will decay at the same rate as it would if held in a player's hands and will break eventually. Rocking Chair Had your fill of dull, lifeless chairs? Ditch the mundane and embrace the spirit of the frontier with the Rocking Chair. It's the quintessential piece for the player who appreciates both comfort and aesthetics. This chair marries practicality with a touch of rustic charm. Movable with your inputs, it's a remarkable blend of both function and form, ideal for your base. Just make sure you don't act like a gunslinger whilst seated! Frontier Planters Now you can grow your crops in style! Whether you want to grow corn or hemp in a disused minecart, an abandoned bathtub or a hand-crafted rail road planter, the new planters will allow you to plant 2,3 and 9 of your favourite berry seeds. Give your hemp farms that wild western look with the new frontier planters! Single Item Weapon Racks Short on space? The three new single item weapon racks let you mount and proudly display your favourite or most essential items. Place them somewhere convenient and easy to grab! Storage Barrel Two new storage items, the vertical and horizontal storage barrels. IMPROVEMENT FIXES & HIGHLIGHTS Water Catchers Water catchers now fill even faster following last months changes Jackhammer Repair The jackhammer can now be repaired inside the workbench for free Jackhammer Refill Jackhammer can now be refilled in the repair bench for free Planter Pickup Planters can now be picked up with a hammer Repair Bench Auto Skinning Autoskin items by holding shift while right clicking into repair bench Saddlebags Increased slots per horse saddlebag from 6 to 12 OBSERVER ISLAND Observer Island is a 4K-sized custom map created by community members CollapsedOrange and wheatleymf. Observer Island features custom mountains, road/train bridges, train tunnels, unique monuments, arch rocks, a unique map layout, and manually sculpted cliff formations. The goal of this map is to encompass all the elements of vanilla Rust while expanding upon them with new features, making map exploration more engaging. It also aims to refresh vanilla gameplay with new building locations, unique map layout, and various other enhancements, including some secrets. CollapsedOrange and wheatleymf dedicated time to experimenting with ideas frequently suggested by players for procedural maps. As you explore, you'll notice custom caves, mountains, large forest areas, several underwater monuments, and arch rocks that allow you to build inside them, just like in the old, simpler days. In addition to the new map features, lots of effort has gone into building custom monuments. While some are relatively simple, others are far more complicated. They might even lead to a well-hidden secret monument… It’s worth mentioning that this is not “new Hapis”. But instead a unique map layout with its own features, so you can always come back to this map if you ever feel tired of procedural maps. We had fun making it, and we hope you will enjoy it too. Please let us know what you think about this map! Servers How to play? EU - connect 195.60.166.70:28020 US - connect 216.39.240.158:28015 For server owners, since this is a custom map made by the community, this map will be available for purchase from November 9th in the lone.design store. This will include a full map, related plugins and permanent access to all future updates. Продолжить чтение...
 
SPOOKY SCENES Rust daVinci blessed us with a walkthrough of their Halloween town on the Method Games RP server. Village will be up till Nov. 2nd if anyone wants to check it out! BREAST CANCER CHARITY October 27th-29th Some of our most badass babes in Rust are getting together to do a Breast Cancer Research fundraiser this weekend! Tune into BeccaSomething, MuyDala, Jennifer, Peachieeo, Terpsicat & many more to watch some chaos and donate to the cause! There will be tons of giveaways including VIP/Queue Bypass to many of your favorite community Rust servers along with some Official Rust DLC items. Support these awesome ladies by tuning in and donating to the cause! PROJECT LAZARUS Providing some signal boost for the upcoming Project Lazarus event! Event participants are invite only but if you're interested in getting involved check out their discord for more information. IBIZA RUST u/ReptarKitawa made this super rad party base on Rustopia US Large. Gives me Ibiza Party vibes and looks like a great time! Last I checked it was still alive too if you want to stop by and have some fun! SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Cover image by LostDoesArt! Full Blog Here Продолжить чтение...
 
HAPPY HALLOWEEN! The Halloween events are now enabled! Once roughly every two in-game days, a candy hunt event will begin. You'll have 3 minutes to collect as many candies as you can. The top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot ranging from scrap all the way up to an M249! If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot. There are various items available to help you during your hunt. The Pumpkin Bucket will allow instant pickup of candies and the Scarecrow Wrap and Ghost Costume will provide you with an advantage via Candy Vision. The Halloween event will run until November 2nd. Have fun! GRHRRR.. What to do with all them body parts? Let's build a monster! To start building your own monster, first, you must slay scarecrows and mummies that roam the lands. Once you've collected a head, torso and legs, craft yourself a Frankenstein's table and place the body parts within the table. Awaken your new pet monster and control it by pressing "P". The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack. If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets or open the in-game controls menu. THE RIFTS Cultists are said to have been opening portals throughout the world, others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong. Not much is known about these portals or what they do, only a few chads have entered and made it back alive. Do you dare to enter? Server owners can adjust the portal count using the halloweendungeon.population convar. NEW HALLOWEEN ITEMS This year we've added three new Halloween-themed items, one purchasable and two free. Dracula Mask & Cape Purchasable this year is the Dracula mask. The mask offers early-game head protection and requires ten pieces of cloth to craft. The cape is a robustly thick outer garment that provides superior protection to the wearer. Capes can be found on the corpses of the undead. Wooden Stake A stake adorned with unique properties makes it able to release the soul of undead creatures with a single strike and yield extra loot from their remains. Stakes can be found on the corpses of the undead. HALLOWEEN COMPETITION We're excited to announce Rust's second pumpkin carving competition! Using Rust's in-game carvable pumpkin item, carve a design worthy of pleasing the horrid creatures at Facepunch. Winner £250 worth of skins of their choosing. Runner up £125 worth of skins of their choosing. How To Submit Once you’ve carved your best and scariest pumpkin design, take a screenshot and upload the image to X, formally known as Twitter, tag us & use the hashtag #RustHalloween2023 The winner and runner-up will be announced from Rust's official Twitter account on November 8th. Evaluation Submissions will be judged based on the following: Creativity Design (Not required to be Halloween themed) Judging will be performed by Facepunch Staff. Terms This competition is run by Facepunch Studios Lt. The competition ends on November 5th 2023 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which pumpkin carving Facepunch thinks is the most original/creative, and any decisions Facepunch makes will be final. The winner and runner-up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value. Designs uploaded or aided using third-party applications will be disqualified. HALLOWEEN ITEMS Last years Halloween items have been raised from the dead, head over to the Rust item store. Hockey Facemask Hide your facial deformities with this creepy hockey mask. The Hockey Facemask skin is a reskin of the Metal Facemask. Cultist Deer Torch The Cultists must have dropped this while opening the portals throughout the world. The Cultist Deer Torch is a reskin of the starter torch. Once the torch skin is selected or crafted, you'll respawn with this skin. Baseball Bat It wouldn't be a zombie apocalypse without hitting zombies in the head with a baseball bat! The Baseball bat is a reskin of the mace melee weapon. There is also a bunch of Halloween themed skins on the Rust Item Store! Продолжить чтение...
 
TURRET INTERFACING A common complaint we have been hearing for a very long time as the over-use and abuse of turrets. To combat this we've added "Turret Interference" Basically this means that only a certain amount of turrets (sentry.maxinterference) can be active in any particular area ( sentry.interferenceradius). subsequently activated turrets will emit a blue electrical glow and fail to acquire any targets. There is no hard limit on the number of turrets you can deploy, only a limit on the number of turrets to be activated at any one time within 40m. For example, you may choose to enable 12 of your outdoor turrets but keep your indoor turrets disabled or you can set up smart circuits to detect players and power up turrets when needed. Hopefully this addresses some of the concerns we've been hearing regarding this issue, and we plan to iterate and improve, we'll be watching the feedback. SMG BALANCE While SMGs are not intended to be used in long range engagements, some of the clips sent to us are a little out there. I've reduced the aimcone on SMGs slightly so that more rounds will land in the center during sustained fire. I've also given the MP5 a bit of a buff, it'll deal slightly more damage and have less bullet drop. The burst mode has also been improved, yielding higher accuracy and less recoil. QOL IMPROVEMENTS & FIXES HIGHLIGHTS Updated TC Layout TC contents and tools are now one page with +1 tool slot Vehicle Dismount Settings Adjust how long it takes to dismount a vehicle per type (Ground/Air/Aquatic/Horse) Toggle Vending Machines Can now hide Vending Machines from the map view Bad Weather Higher chance of rain, storms and fog Water Catchers Water catchers now fill much faster when it rains, even faster in stormy weather Small Battery Small Battery now outputs more power and has a higher capacity Underwater Visibility Underwater is now slightly brighter Tug Boat Player Respawn Players are now unable to respawn on Tug boats if too close to water monuments Workbench Radius Workbench radius has been slightly increased, allowing crafting from further away BRUTALIST BUILDING SKIN Available now from the Rust store is the new brutalist building skin which allows you to change the visuals of your stone base. This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Brutalist upgrade. HOMING MISSILE LAUNCHER SCOPE In the last update we released the Homing Missile Launcher, and some keen-eyed players probably noticed the sleek digital scope attached to it. We're now happy to announce that this scope is fully functional, and allows for a full ADS view as you doom your whirly-twirly foes. UNITY 2021 LST SERVER UPDATE Last month, we rolled out a Unity engine update for the server. After prolonged monitoring, we're confident to say the upgrade has resolved several long-standing server crashes dating as far back as 2019. While most server crashes and stalls are resolved, we have identified another AI-related stall we're investigating. Overall, servers should now be more stable. GLOBAL NETWORKED BASES...AGAIN? Last month we launched Global Networked Bases as an experimental feature... and disabled it 4 hours into wipe. Despite monitoring for a week on staging, it still managed to DDOS servers and make bases invisible on certain hardware! Although all known issues have been resolved, this feature is still considered experimental and disabled by default. If you want to give it a whirl, look for "Global Rendering" in the options menu & remember to restart your game after enabling or disabling it! CACHED BROWSER Tired of waiting 60+ sec for your favourite server to show up? Try enabling the "Use Cache" button & click "Refresh" to load all servers instantly! Note: although this should be an improvement over steam's server browser, it is still considered experimental and disabled by default. RUST INSIGHTS - SEPT 2023 Another monthly round-up of data that we've captured in the last 30 days. We've got a lot of data at hand but we're trying to pick out the more interesting bits to share. The data shown below is only from Facepunch official servers, we eliminate data from community-run servers to ensure accuracy within the data we share. HALLOWEEN UPDATE On October 23rd at 19:00BST / 14:00 EST, we'll release a mandatory server and client update to enable some new spooky features! Server owners, please remember this date. CHARITABLE RUST 2023 - WATER October 12th - October 19th Watch your favorite streamers and earn Twitch drops all week. Make sure to get synced! https://twitch.facepunch.com/ Main Event! October 14th & 15th Tune into the official Rustafied channel for the main event filled with mini games, art contests, talent shows, and more! Special Charity Store Items All week we will have unique charitable items up on the item store. These items are exclusive to the event and account-bound. Proceeds from these store purchases go to charity: water! Get Involved! Want to donate? Full event and participation info can be found at https://www.charitablerust.com/ Keep an eye on our socials for more info in the upcoming weeks. Full changelog here. Продолжить чтение...
 
CHARITABLE RUST 2023 - WATER Twitch Drops! October 12th - October 19th Watch your favorite streamers and earn Twitch drops all week. Make sure to get synced! https://twitch.facepunch.com/ Main Event! October 14th & 15th Tune into the official Rustafied channel for the main event filled with mini games, art contests, talent shows, and more! Special Charity Store Items All week we will have unique charitable items up on the item store. These items are exclusive to the event and account-bound. Proceeds from these store purchases go to charity: water! Get Involved! Are you a content creator wanting to participate and help fund the charity? Want to donate? Full event and participation info can be found at https://www.charitablerust.com/ Keep an eye on our socials for more info in the upcoming weeks. IN GAME ART I'm a sucker for a good speedpainting and the community did not disappoint this month. Rust daVinci bringing us a dramatic black and white. MonsteraRust captured a couple of divers and a birb. RUST MINIATURES u/Smecken has been working on an entire Rust miniature set. Base, accessories, minicopter, the works! Been challenged with getting the entire thing completed in 2 months. We'll follow up with this project! TWITCH HIGHLIGHTS Going to keep it real. Steam does not let us embed Twitch clips. If you want to see some funny Twitch moments head over to our blog for a better viewing experience :) SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Cover image by Alpha! Продолжить чтение...
 
ATTACK HELICOPTER The Attack Helicopter is now available to purchase from the Air Wolf store at Bandit Camp for 2250 scrap. Gunner The main special feature of this helicopter is the gunner seat. On the front is a turret similar to the deployable autoturret, where you can equip a gun and ammo. At the side pods, rockets can be loaded in - HV and incendiary type only. The gunner can then aim and shoot both of these while a pilot flies the heli. Simply interact with the gunner monitor and start blasting! Fire1 [left mouse button] will shoot the turret and Fire2 [right mouse button] launches rockets. If the gunner has flares ready in his or her inventory belt, those can also be held and manually thrown to deflect any oncoming homing rockets from the new homing rocket launcher - this is a new feature for passengers in all Rust helicopter types, not just the attack helicopter. Pilot The pilot is the driver, but can also fire rockets (left mouse button by default), albeit without the handy exact-point-of-impact guide that the gunner gets. Standard flares can also be loaded into the rocket storage area along with rockets, and the pilot can fire them out (right mouse button). The attack helicopter is fast and powerful when armed, but it was still be taken down with a well-aimed rocket. HOMING MISSILE LAUNCHER The Homing Missile Launcher is a new craftable addition to your armoury that allows you to more efficiently fight flying targets while out and about. To get started simply load a Homing Missile into the Launcher and start aiming at a flying target. You’ll notice a lock-on bar will start filling in. Once locked on you can fire, but be sure to keep aiming at the target or the missile will fly off course. Changing weapon or reloading will also disrupt the targeting. From a pilot's perspective, there are a few tools at your disposal to evade these new threats. You will hear a warning lock audio indicator in every helicopter when a missile is fired at you. The simplest tactic is just taking evasive manoeuvres - the missile lock requires a direct line of sight so getting something solid between you and the launcher should keep you safe. If that’s not possible, flares are your next best bet. Any passenger can throw Flares to disrupt any incoming missiles. The Attack Helicopter also has a dedicated Flare button that can launch flares via the secondary attack button (RMB by default). The NPC piloted Patrol Helicopter has also been upgraded with Flare functionality, it will automatically fire Flares when a missile is launched at it. The Homing Missile Launcher requires a Workbench Level 2 and can be crafted for 20 HQM, 3 Metal Pipes, 1 Tech Trash and 1 CCTV Camera. Homing Missiles require a Workbench Level 2, and two missiles can be crafted for 3 Metal Pipes, 200 Gun Powder and 1 Tech Trash. PARACHUTES The parachute is a new craftable item that allows you to slow your fall from great heights, as well as travel silently over long distances. Once you’ve acquired one, you will need to equip it in the new dedicated backpack slot on your character’s clothing bar. Once equipped you’ll be able to press Space while falling through the air to deploy the parachute, slowing your descent and allowing you to manoeuvre your way through the sky. Your movement keys can help you manoeuvre while in mid-air, allowing you to tilt forwards to fly faster, back to slow down and left and right to turn. You can use weapons while flying, but doing so will prevent you from steering. Simply holster your weapon again to regain steering controls. Your flight can end either via you hitting something solid or cutting your lines with the Dismount key. After your flight an unpacked version of the parachute will drop in front of you, to use the parachute again you’ll need to hold the pickup key for 8 seconds to pick it up again. Each use will lower the condition of your parachute by 20% and a parachute will become harder to control as it loses condition. A damaged parachute will fall faster and fly forwards slower. At extreme damage levels you could still take fall damage when landing the parachute. If you hit something solid you can take damage based on your speed, up to 80HP at top speeds. The additional slot in your inventory has been added to the locker interface so you can store parachutes with loadout kits. Parachutes are a special new type of clothing that can be equipped alongside full-body clothing like Hazmats. Parachutes can be targeted by SAM sites, Auto Turrets and players on the ground while in mid-air. You can craft Parachutes at a Tier 2 Workbench for 2 Tarps, 2 Sewing Kits and 50 Cloth. ARMORED HOT HAIR BALLOON The hot air balloon can now be upgraded with a new armor upgrade. Equipping the armor will boost the overall health of the balloon whilst also providing additional cover and protection. The new armor upgrade can be purchased at the Bandit Camp vehicle parts vendor. GLOBAL NETWORKED BASES You normally only see bases ~300m away. Get ready: this feature cranks up the view distance of player structures up to 1500m away! In the past, SAM sites could appear out of nowhere, only becoming visible after the missiles are headed your way. You should now be able to spot SAM sites & enemy bases long before you come in range! This doesn't just benefit you in the air. While on the ground you can scout roof camping towers & big bases before you are in danger. You will notice the world feels much alive with evidence of player activity all around you. I know you're thinking "Won't this cause performance issues?". Well, turns out the new rendering system is significantly more efficient than unity's normal one. The majority of computation is on the GPU which allows us to keep performance parity while rendering 25x the amount of bases. This also sets the stage for additional performance improvements in the future. This feature is currently disabled by default as it required a lot of changes. Look for "Global Rendering" in the option menu to enable it. WEAPON RACKS The Weapons Rack Pack is now available from the Rust item store. Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor. The weapons rack pack lets the player craft three different sized wall-mounted weapon racks and a single floor storage solution. If you missed last month's community blog, check out the real-life Rust weapons rack. IMPROVEMENTS & FIXES HIGHLIGHTS Pumpjack & Quarry Pumpjack & Quarry model have received a refresh Hot Air Balloon Fuel The Hot Air Balloon now uses slightly less fuel Furnace Skin Glow Furance glow was broken, it's now fixed and improved Fluid Switch & Pump The Fluid switch and Pump now stack in the inventory Non-learnable blueprints Improved UI to clearly feedback certain blueprints that cannot be learnt Hot Air Balloon Decay When hot air balloons become stuck, they'll decay much faster END OF THE WORLD When players drove vehicles to the edges of the world and went out of bounds, we killed the player and vehicles, This wasn't great as we gave no feedback for when this was about to happen. Now vehicles are unable to leave the map bounds - we now apply a force on the boat/aircraft, making it impossible to escape. Additionally, boats, if left unattended/idle for 2 hours, will begin to be forced back to shore gradually. WINDOWS 8.1 SUPPORT DISCONTINUED From October 28th, Rust will no longer support Windows 8.1. As technology continually evolves, so do our system requirements. In January 2024, Microsoft will officially discontinue Windows 8.1 support, no further security updates and software updates will be made available. We highly recommend that users currently running Windows 8.1 consider upgrading their operating system to a more recent version, such as Windows 10 or newer, to ensure optimal performance, security, and compatibility with future updates. TWITCH DROPS From September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators. Get your watch time in! Be sure to get synced at https://twitch.facepunch.com/ so you can successfully claim your drops. RUST INSIGHTS Recently we implemented a dashboard that gathers data constantly on how Rust is played. We have information on all kinds of things ranging from how much wood is harvested to what the most used gun is. Something we want to get better at is showcasing some of that data. So going forward we're going to try and have a retrospective of interesting data from the last wipe. The data shown below is only from official servers, we have eliminated data from community-run servers to ensure accuracy within the data we share. We'll try and vary the content as much as possible, so next month you might see other different types of information featured. Let us know what type of data you'd like us to share. Продолжить чтение...
 
TWITCH DROPS Save The date! September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators. More details on this coming soon, watch our socials in the upcoming weeks! Be sure to get synced at https://twitch.facepunch.com/connect so you can successfully claim your drops. CHARITABLE RUST SKIN CONTEST Charitable Rust is right around the corner (October 14th) and with that comes another set of Twitch drops and store items all going towards charity! Rustafied is hosting a community skin contest for this event. There are rules and parameters in there, please read them! :) Contest Rules Use #CR2023 as official contest tag in Steam workshop. No re-uploading old or previously submitted skins. Do not steal or use any copyrighted or otherwise trademarked content. Must be 100% original work (can work with others if all are listed on workshop page). Must follow all basic workshop submission rules and standards. If using the charity’s logo, it cannot be used on any weapon skins. Only Charitable Rust logo may be used on weapon skins. Submissions must be high quality and Hi-Res, normals properly done/baked. Cannot contain offensive or sexual content. Don’t forget upload limit for the amount of skins you may submit. Entry deadline is August 29th! REDDIT INSIGHTS u/renan0803 has had a Rust Insights project going on for a while. They collected player insight data from a slew of r/playrust Reddit users and compiled it into a bunch of readable statistics! We did tweak the original a bit to make it more blog-friendly but you can still see it here. Very cool to see in this format. Keep an eye out for the next rendition if you'd like to partake in future surveys! IRL WEAPON RACKS No sooner did this hit the staging (beta) announcements and our friend over at Real & Game made some IRL weapon racks in what felt like a few days. https://files.facepunch.com/Errn/1b2111b1/IMG_20230730_231100.jpg He also recorded his whole process. This is pretty impressive! Drilled all 600 holes by hand. WEED FARMERS We have another banger from the Weed Farmers! Bandit Camp is the promiseland. SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Продолжить чтение...
 
WOUNDED INFORMATION I've changed the wounded UI so that it now displays additional information relating to your wounded status. It will now tell you the probability of recovery as well as how many seconds are left until recovery/death. Remember: Maintaining full water and food will grant you a higher probability of recovery, and a large medkit in your belt will grant 100% chance of recovery. CHAT EMOJI Chat Emoji is a new feature this month that allows you to express yourself in some new ways. You can access the new list of emoji’s via the emoji button on the right of the chat. From there you can search for a specific emoji as well as change the current selected skin tone for all of your emoji’s. You can also type a : into the regular chat box and start typing to get an autocomplete that you can navigate with the arrow keys and Enter. In addition to the animated emoji’s you can also use the internal item name to create an emoji using the item icon (eg. 🪵). Server owners can also create their own emoji's for use on their servers, placing 256px png or jpg images in the "serveremoji" folder in their root directory will automatically expose those emoji for use by players on the server. Emoji's are not currently compatible with chat in Rust+ although we’re planning on exploring this in the future. BRICK BUILDING SKIN Available now from the Rust store is the new brick-building skin which allows you to change the visuals of your stone base. This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose brick style upgrade. IMPROVEMENTS & FIXES HIGHLIGHTS Server Crash Loot Crafting queue items are no longer lost if a server unexpectedly shuts down World Models Stack Size Some world models now reflect the amount dropped. 57 Art Bug Fixes 57 Art Bug Fixes, see the change log for full details BURST MODULE IMPROVEMENTS Burst modules have been buffed. While using a weapon with a burst module, The time between each shot in the burst has been reduced, and the overall recoil felt by the user has been decreased. In addition, aim cone has been reduced, resulting in a much more accurate and viable fire mode. Продолжить чтение...
 
RUSTOPIA INVITATIONAL July 29th-30th Rustopia Invitational Tournament is this weekend and they boosting up the Project Hope charity! Project Hope is expanding access to mental health care for health workers, refugees, new mothers, and communities around the world. Catch all your favorite content creators battling it out this Saturday & Sunday! The Rustopia Invitational is a point-based event that rewards players and teams for individual kills on other players and team-based events. The event will be split up into three separate stages to allow for the best gameplay and pacing. The first day will be gathering resources and PvP-styled events. The second and final day will be primarily raiding other teams for their points Here is a brief overview of the Rustopia Invitational server: Team Limit of 12 – No allies or cross-teaming (this includes merge raids) 3x Boosted Gather and Resource Rate There is a 75-minute – 2-minute day and night cycle Advanced Team Sharing (Auto auth to TCs, Codelocks, Turrets etc.) Boosted loot tables (better barrels and boxes) RayC will be casting the event and most of the team captains will be streaming it as well! If you'd like to be a part of this event you can help by donating to Project Hope! SHARK BAIT Alpha brings us another amazing cinematic short. JAWS Cover image by Alpha as well! I WANT IT THAT WAY I'm just going to leave this here. What a bop. TWITCH HIGHLIGHTS Riqqeloff is shooting fish in a barrel scrappy. JENCEEEENAAAAAA Poor Bloo ...lol LOOTROOM Last week Lootroom teased us with a tweet of an IRL Gamba Wheel. I can think of about 14 streamers that need this. While we're at it I'll mention they 3D print and paint literally everything Rust. Where else can you get a hot dog eoka? SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Продолжить чтение...
 
RUST IS ON SALE! From now until July 13th Rust and other Facepunch titles are on sale! Just in time for our new Abyss content being released on the 6th. wink wink Save up to 50% off our entire library. Tell your friends! FANCYORB'S GLOBAL WARFARE EVENT July 14th-17th - Live, on multiple platforms! In this event, the map is the world with every continent, country and island. This event acts as a normal rust server where you can build anywhere you want. But with the map being the world, territories will be fought for, and wars will breakout between civilizations. This is an open event to content creators and viewers! Join the Global Warfare discord to be more involved. There will be in-game items and packs you can buy as well. Proceeds go to charity! PLACE TO HIDE Alpha brings us another fantastic cinematic. If you missed his Cobalt Recruitment one go check that out too. PROJECT NIGHTCALL Couple months ago we showed you a teaser for an upcoming cinematic video Sinks was making. Happy to say it's done and it's awesome. LOSING A CONTEST Destructoid published an article a few days ago discussing the most toxic online gaming communities. We're happy to announce Rust did not make the list! While this list itself is a bit of a uncalculated grab-bag from subreddits, I'm glad you all figured out to to keep your caps lock keys in check. More stats on their site as to how they got to these super duper accurate numbers. Keep up the good work! SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Cover image by Dust! Продолжить чтение...
 
SLEEPING BAG LIMITS This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking. While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in October 2020 we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible. We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements. To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive. There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed. To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are: Anyone (default option) Team (teammates + friendly in contact system) Disabled (nobody allowed) Server owners can change the maximum bags per server with the convar "max_sleeping_bags". If you would like to disable it for your server, set it to "-1". We will keep an eye on this change over the coming months and make changes as required. BUILD UPGRADE EFFECT To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second. Short demonstration here. Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time. IMPROVEMENTS & FIXES HIGHLIGHTS Handmade Shotgun Ammo Added handmade shotgun ammo world model Vending Machine Debris Vending Machines now drop debris when destroyed, preventing replacement Pylon Fixes Fixed floaty pylon placement edge cases Building Skin Repair Fixed building block getting fully repaired when switching building skin Streamer Mode Skulls Harvested player skulls in streamer mode now display streamer names Sign Resolution Increased Wooden signs & banners now have same resolution as paintings SHIPPING CONTAINER BUILDING SKIN If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it. When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors: If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls. It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks. We look forward to see how creative you get with this new skin! HAMMER RADIAL MENU IMPROVEMENTS We've listened to your feedback regarding the hammer radial menu when changing building block skins and have made some significant improvements. You can now switch between building skins with Q and E (can be configured in the options menu) while hovering over the various building tier buttons. MAP MARKER IMPROVEMENTS We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update. You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker. The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes. PING SYSTEM IMPROVEMENTS Pings have also seen a set of improvements based on community feedback. One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed. General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands. Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately. MEMORY POOL THREAD SAFETY IMPROVEMENTS We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know. QUERY PORT CONNECT Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port. HORSE IDLES For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation. There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game. WIPE TIMER IMPROVEMENTS For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers! Monthly: First Thursday every month at 19:00 (London time) Weekly: Every Thursday at 19:00 (London time) Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks Internally it is now using cron expressions using the Cronos library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar. You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name (see TZ identifiers on this page). There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly. TWITCH DROPS - BELLUM From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more. Learn more about drops at https://twitch.facepunch.com/ Продолжить чтение...
 
CREATOR PROGRAM Earlier this week we launched our Facepunch Creator Program in efforts to collab with our creators more. This program is a work in progress and mostly lives in a special private discord where we can all bounce ideas off each other and work together. Currently applications are only open for Rust but we will explore options for some of our other titles in the future. For more information on eligibility and the application process you can check out our creators site! https://facepunch.com/creators SADDEST RUST SONG EVER This parody by LamSlide is for all you Simon & Garfunkel enjoyers! It will also get stuck in your head. NOMAD TATTOO We absolutely love our dedicated players. Where your loyalty is measured in hours played. LemonadeNS has taken his dedication to a whole new level! This tattoo is wonderfully done! FISHING VILLAGE REMIX RAVE If you like fishing, music, fireworks, parties, and fun you will very much like this next video! Solutize and friends made this incredible Fishing Village Music Remix and had a giant dance party with it. OPA! ONE MAN ARMY RUST WAR EVENT On May 31st xGuiry & RustSpain are bringing you an "end of wipe" solo only community event! The event is to last 4 hours 300 Max Players No Teaming - Solo Only BP's unlocked Instant Crafting Tier Phases Registration starts today (Saturday the 27th) if you'd like to participate! They will announce more info on their socials. Event statistics will be posted at https://rustspain.com/stats/ MOTION SENSOR TV Took us a minute to catch wind of this one so it's a little older but the concept is great! eKostiK made a laser motion sensor to project player movement onto a TV! A+ for lack of rocket ships. SHOW ME THE STUFF! If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Продолжить чтение...
 
Twitch Rivals Rust III May 16th-20th Twitch Drops 8 Teams 160 Creators 100k Prize Pool Custom Map In-Game Challenges Last Team Standing wins! Tune into the event, live on Twitch, starting at 11:00 AM PDT! Please be aware of scams! Facepunch will never contact you about unique drops or special giveaways. Our official drops URL will always be: https://twitch.facepunch.com/ Get your Steam and Twitch synced here to get your drops. Rust is also on sale until May 23rd! Продолжить чтение...
 
NUCLEAR MISSILE SILO This month we bring you an all-new monument that we have been quietly working on for the past few months, the Nuclear Missile Silo. While exploring the map you will run across a small military base that will be marked from the distance by a tall radio tower. While unremarkable from the outside, the base hides a secret. In its center you will find a large hatch that will allow you to access a large underground network of tunnels. Jump in while the hatch is open and you will find yourself inside a deep underground missile silo that hosts a massive ICMB. Remember that while you're in you can't go back easily, so be prepared before you enter. As you explore, you will find various rooms filled with loot and a new dangerous type of Scientists who will shoot anyone trying to interfere with their experiments. Fight your way through and take the elevators to the bottom of the structure and you will find a nuclear warhead connected to a laptop displaying an ominous countdown. To exit the monument you will need to find a security room that contains a button that will temporarily let you out. The room also contains a computer station that will allow you to access several security cameras and spy on any potential campers. WIPE EVENT As the countdown to the cycle reset approaches zero on the laptop in the missile silo, the amount of NPC activity around the island will increase. Vehicle patrols will begin on roads and fighter jets will patrol the skies. Future wipe events will include infantry patrols and bombing runs. SMG RECOIL The Thompson and MP5 have received a buff to their accuracy. Both weapons will now have a higher probability to land center hits during extended fully automatic fire. In addition, the Thompson recoil will favor one side for slightly easier control. While SMGs are not intended to be used for long range engagements, we are aware that their usefulness at range should not be 0%. We will continue to monitor and make adjustments over the following few months. ADOBE BUILDING SKIN Available now from the Rust store is the new Adobe building skin which allows you to change the visuals of your base. This skin is for sale on the Steam store. To use, simply equip your hammer tool, display the wheel, enable building skins, this should reveal the skin's wheel on which you may choose Adobe style upgrade. This skin is equivalent to the stone building tier for stats. We'll be releasing more building skins in the near future. LATEST WORLD MODELS To complement the new shotgun ammo world models released in the last patch. I have been busy making the metal counterparts for the pistol and rifle ammo world models. Alongside the new world models, I have also made different versions for the different ammo types. So now you will be able to tell the difference between normal and explosive ammo. So now no more losing the raid because you picked up pistol ammo instead of rifle ammo! IMPROVEMENTS & FIXES HIGHLIGHTS FLASHBANG AI UPDATE Flashbangs now work against Scientists, blinding them briefly. Whilst blinded, Scientists lose their targets and are unable to accurately navigate. The effect is also slightly more effective against the new Night Vision Goggle Scientist variant. RECYCLER UPDATE The recycler now animates when in operation, so you can visually see when it doing it's thing. GAMEPLAY ANALYTICS: 1 MONTH IN Despite some speed bumps while setting it up & a smidge of incorrect data, we already are able to make some interesting observations. Here are some graphs to showcase the kind of things we can measure. If you were wondering "what do people buy workbenches for" How aks are born Total items across 50 FP servers RUST+ CHANGES The camera view in Rust+ got some rendering improvements. Players no longer look completely out of place and everything is now lit according to the time of day. However, other lights (campfires, torches, etc.) will not show up yet. I've adjusted the ranges for players to show up in the Rust+ CCTV feeds so players need to be closer to cameras to be seen in Rust+ (now 30m vs. 100m theoretically). I also added a new range for the player's name to be sent to Rust+ so you can't see names of players far away (now 10m or closer). These are controlled by the following server convars: camerarenderer.entityMaxDistance (for general entities, which is just trees for now) camerarenderer.playerMaxDistance (default 30, can set to 0 to never show players) camerarenderer.playerNameMaxDistance (default 10, can set to 0 to never show player names) Rust+ bots have been getting out of control so we've decided to implement a few changes to make them less effective. Disallowed Rust+ from viewing all static CCTV cameras (eg. oil rigs) Crate and explosion map markers are no longer sent to Rust+ Cameras are only usable from Rust+ when you aren't connected to the server Entity/player data is now randomized by the server to make it harder for bots to understand Player names are only sent to Rust+ when close enough to the cameras We'll be monitoring further Rust+ Bot development. Automation of game input actions must be kept to a minimum using Rust+. Extensive automation of game actions such as CCTV cameras and Drones to gain an unfair advantage is not ok. TWITCH RIVALS III + TWITCH DROPS On May 16th at 8:00 pm GMT a team of 160 well-known Twitch creators from around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k. During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, and well-known streamers such as hJune, Welyn, Willjum, Panpots, Buddha, DisguisedToast, Mendo and many more. We'd like to thank Rustoria for working with us and Twitch to make this event possible. Learn more about this event at Twitch Rivals Learn more about drops at https://twitch.facepunch.com/ FACEPUNCH HARDCORE The following hardcore servers are being retired due to low player activity. EU hardcore facepunch 2 EU hardcore facepunch 3 EU hardcore facepunch Small 1 US hardcore facepunch 2 US hardcore facepunch 3 US hardcore facepunch Small 1 We'll be looking at implementing improvements based on community feedback to the hardcore and softcore gamemodes in the coming months. Продолжить чтение...
 
TWITCH DROPS SAVE THE DATE! May 16th-20th! Make sure you are synced at https://twitch.facepunch.com/ to get your skins once they're live! More details to follow on our socials. NEW MONUMENT TESTING In Case You Missed It! Staging Aux02 branch is now available for public testing for the upcoming Nuclear Missile Silo (NMS) monument. This is early testing, you'll encounter bugs and missing gameplay features. Please report any issues using F7. You can get to this branch of the beta by making sure you have the Rust - Staging Branch downloaded in your Steam Library. From there you can right-click Rust - Staging Branch >> betas tab >> use the dropdown to select aux02 - upandcoming Your game files will reallocate and you'll download the testing branch. Have fun! LIFE SIZE AUTOTURRET This thing deserved its own section. Ok_Marsupial6435 has created a life size airsoft autoturret! Seems it's a work in progress. "It will feature 2-axis AI motion tracking using CV, 2 T-motor pancake actuators, a servo for the trigger, and a STM32H7A3 microcontroller. It will mirror the game mechanics exactly. Most of the parts are CNC aluminum, weighing about 60 lbs." You can follow along here! 3D BLENDER ART Dust recently embarked on a somewhat self-taught adventure of re-creating 3D rust scenes using Blender. I've always been a big of fan of this type of art style. We see a lot Youtube creators adopting these for thumbnails. Happy to see it getting more love! Here's a handful of scenes he's made. Enjoy! :) He asked we give a special shoutout to the 3D artist community! He said they helped him out a lot with learning and were very welcoming! MORE 3D Sinks is making a Rust movie! All he would give me was this teaser. He was being rather stubborn about it too. I will say the music choice is really giving off some kind of vibe. I'll try and get some more from him. This looks exciting! EPICDESK MATS EpicDesk has a great campaign going! They specialize in huge desk/mouse mats curated by some of your favorite Rust creators! Current campaigns: MarkPlayz - Pre-orders end May 2nd iRisk - Pre-Orders end May 4th Dust - Pre-orders end May 3rd Watch their socials for any new campaigns in the future! REDDIT BITS Just nevermind. How to ruin roofcampers ...and your FPS. Favorite comment was "Eggiggity" Grenades use gravity :) SHOW ME THE STUFF If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit. Cover art by Dust! Продолжить чтение...
 
MAP MARKERS Map markers have received an upgrade this month, with the maximum amount of markers increasing to 5 and a new set of controls to help you store useful information along with your map. Placing more markers is as simple as using the RMB as normal, and markers are deleted in the same way. If you have reached the maximum number of markers (5 by default) you will need to delete another marker to make room. To edit a marker simply click on it with the LMB and use the controls that pop up. You can select from multiple colour and icons as well as adding a label. Note that the label will be slimmed down to three characters when displayed on the compass. If you are the leader of a team all of your teammates will see all of your markers, as well as their own. PINGS Pings are a new system to help you more effectively communicate to your teammates when using reconnaissance tools like cameras, drones and the binoculars. While using any of those items (and holding down RMB when using the binoculars) you can double tap (KEYBIND) to pop down a ping. All of your teammates will see this ping, even if you are not the team leader. Single tapping the ping key will place a contextual ping when possible, for example placing a node ping when aiming at a node, a loot ping when aiming at a storage entity or a gun ping when aiming at a dropped weapon. Double pressing the ping key will place a red hostile ping, designed to represent danger. You can also hold the ping key down to access a radial menu with all of the ping options in case you need more flexibility. Single tapping while looking at a ping will cancel it, otherwise the ping will expire in 10 seconds. DOUBLE HORSE SADDLE The new double saddle item lets two players mount and ride a horse. This is in addition to the old single seater saddle, so the choice is yours! Wild horses spawn with a single seater saddle and you can swap it for a double seater via the horse radial menu, if you have the required saddle item (and the other way around!). Both saddle items are available for purchase from the stablemaster or via crafting. WORLD MODEL REFRESH The new refresh for the world models has finally arrived. Finally, you will be able to tell if you have dropped HV, Incendiary, or Normal Rockets! Alongside the world model refresh new world models have been created for the different types of shotgun shells. Some of the items that have had a world model refresh are : Road Sign Gloves Snap Trap High-Velocity Rocket Incendiary Rocket Shotgun Ammo Hopefully, soon there won't be any more brown burlap sacks on the island! COMPUTER STATION UI I've made a few improvements to the computer station UI this month. You can now use arrow keys or mouse wheel to switch between selected entities. The UI will also now show the health of the entity you're currently controlling. We have an existing console variable - vehicleDismountHoldTime - that can be set to a value above zero to enable hold-to-dismount on vehicles. This is now also used if you're remote-controlling a drone at the computer station. Setting it even to something small like 0.2 seconds can be a simple way to avoid accidentally dismounting and crashing your drone. IMPROVEMENTS & FIXES HIGHLIGHTS Alt-click to ignore loot Alt-click inventory items to ignore loot containers Computer station UI Health bar, key controls, hold-to-dismount Floating Single Items When subs and boats are destroyed, storage drops single items in a floating container Vending Machine Genetics Vending machine and marketplace now display plant genetics Steam Nickname Fix Team UI will use steam nicknames GAMEPLAY ANALYTICS This month we extend our analytics platform by recording gameplay stats on official servers. There was actually an existing analytics system in place but it only showed totals for the whole game such as "100M stone mined per day". That doesn't tell us much, we are looking for more detailed info like: max sulfur per hour you can mine number of players gathering the same nodes in forest vs snow how quickly you get into fights while farming based on base location how far players travel to farm etc We are still in the stage of rolling it out so we don't have many pictures to show off. PLACE DOORS ON DEPLOYABLES A couple months back I made a commit to see if doors could be placed on top of deployables, which caused a bit too much excitement. It needed some extra fixes but now should work! CPU AFFINITY, PRIORITY & 7950X3D FIX After upgrading to a 7950x3d I realized you can't change CPU affinity when EAC is running. I added some commands so anyone can change their Rust's core affinity & process priority. You can specify multiple ranges of cores, like "0-7,15-23" Everyone should try using cpu_priority high and see if it makes any difference. If you have a 7950x3d, try using cpu_affinity 0-15 to keep Rust running only on v-cache cores. You can add these as steam launch parameters too: '-cpu_priority high' MULTITHREADED NETWORKING Multithreaded networking is now enabled by default for both client and server. This should help with performance of both the client and the server, particularly with network encryption enabled, which should be the case on most servers. As an additional optimization, we improved the way our memory pool handled contention between multiple threads to ensure there are no negative performance edge cases from all those additional threads. Earlier last month, we also addressed an issue where one thread was spinning at 100% utilization at essentially all times with multithreaded networking enabled. Since this was resolved, there are now no known issues and we really recommend all server owners to leave multithreaded networking enabled. SAFE MODE It's now possible to launch or reset Rust into safe mode - a basic, extremely low quality settings config to help diagnose problems. You can use safemode with a new button in the Options menu or by passing the -safemode command in the Steam launch settings. You should only use this feature if you are advised by our Support team or are experiencing problems with launching the game. Using this feature will overwrite your current settings so be sure to back them up beforehand. EASTER For the next week, every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249! If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold! There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision. Have fun! EASTER STORE RETURNS Egg Suit The Egg suit is an eggsquisite egg themed craftable costume which can be painted when unequipped. Rustigé Egg This years beautiful handcrafted Rustigé Egg will feature a miniature underwater lab scene contained inside. Продолжить чтение...
 
DRONE The Drone is a new player-controlled craftable deployable, operated from the Computer Station. Easily damaged from impacts. Can be picked up and deployed just about anywhere - but it doesn't have the best signal, so you'll need to control it using nearby Computer Station. The Drone can be unlocked from the tier 2 workbench tech tree. RF DETONATED C4 C4 can now be remotely detonated via RF. Select the item and click enable RF, then set a frequency. An RF Broadcaster or detonator can then be set to the same frequency and as soon as the C4 detects the signal, BOOM. Please note that C4 deployed outside of your building privilege zone will decay after 24 hours. Also, anyone can pick it up (with a 5 second delay) so keep a look out when using it during raids. Use it to set traps in your own base or for controlled demolition of someone else's. There has never been a better time to bankrupt a clan! PTZ SECURITY CAMERA A new player-craftable CCTV Camera system can be used for real-time surveillance and security when paired with the Computer Station. This camera has pan, tilt, and zoom capability and must be placed on a ceiling. All cameras now require 3 power instead of 5. The PTZ camera can be unlocked from the workbench level 2 tech tree. PLAYER CONTROLLED AUTO TURRET Autoturrets can now be configured to be pairable with a Computer Station. While the autoturret is turned off, there is a new menu to set the ID which you can then add in your Computer Station. When connected to an autoturret from a Computer Station you will take control of it so you can look around and even shoot at things. However, the camera on the autoturrets don't have a great view of far away objects. The autoturret cannot be controlled whilst in peacekeeper mode. CCTV IN RUST+ [ALPHA] Something that has constantly been requested in Rust+ is the ability to view cameras. I've tried a few different solutions to get that working but had nothing that worked good enough until recently. You'll now be able to add cameras from a paired server in Rust+ and view them from your phone! This is an alpha release of the feature. I'll be working on improvements over time but, if there are any issues found, it may be disabled or limited to preserve server stability. Server owners can control this feature using the 'camerarenderer' set of convars. Video Example Here The signal from your cameras has got to travel a long way to get to your phone so everything is low quality but you should be able to make out most things in the world. All of the new, controllable cameras can also be used from Rust+! You will need to make sure you have the very latest version of Rust+ from the App Store or Google Play. You will need Rust+ native version 0.0.29 as seen in the Rust+ settings. This version of the app is currently in the process of being released so you may need to wait a bit if no updates are available on your device yet. INDUSTRIAL IMPROVEMENTS It was great to see the response to the Industrial Update last month, particularly the bases filled to the brim with pipes! As well as some general bug fixes and performance improvements, we’ve made some QOL improvements this month to help with some of the more common complaints. As always we’ll be improving this further in the future so please keep the feedback coming. New Filtering Options There is now a new option when modifying filters to allow more advanced controls. You can now change a filter to require ANY of the listed items, ALL of the listed items, or NONE of the listed items. The default is Any, which is the behaviour from last month. There have also been some changes to the number based filters, there are now 3 different number fields you can modify per item: Min, Max and Buffer. Maximum is unchanged from last month, it will stop moving items if there is greater than the amount provided in the output container. Minimum will now only move if you have greater than the supplied amount of items in the input container. For example, if you set minimum to 40 wood and you have 50 wood in the container, 10 will be moved. Buffer is the old minimum behaviour, and will only move items in predetermined buffer sizes. For example, if you set Buffer to 40 wood and you have 50 wood in the container, 40 will be moved. This is helpful when supplying the Industrial Crafter with items required for crafting. Minimum, Maximum and Buffer are only available when using “Any” and “All” filter modes, these options are not available when using the “None” filter mode. To help understand buffer transfers there is also a new UI that shows any transfers in process. Placement Improvements The minimum distance between pipe points is now dramatically smaller, allowing for neater pipe placement around corners. There’s a new colour available (green) and “soloing” a connection by pressing RMB while looking at a plug will now keep the connection highlighted even if mousing over other entities. You can also now hold SHIFT when placing a pipe to make it collide with deployable entities, this can help run pipes around boxes and other objects in a more natural looking way. Crafter Improvements The Industrial Crafter now has 4 blueprint slots, allowing you to craft multiple items without having to connect conveyors to the blueprint slots (although those connections are still possible). When a crafter is deciding what to craft, it will look left to right and craft the first blueprint it has the required ingredients for. Network Size Limits The maximum size and depth of Industrial networks has been increased to 32 (from 16). This should allow more complex networks without having to resort to inserting extra containers. Along with this the behaviour of some item movement logic has changed: daisy chained boxes will now be filled in order rather than items being split up between them (the splitter will still split stacks though). VENDING MACHINE LOOT When the vending machine is destroyed, it drops no loot. This was too incentivise players to sell high-value items and discourage raiding player-run stores. Over the years vending machines have undergone many changes, such as drone trading via the market terminal. We've also seen players use vending machines to despawn loot in various methods and act as additional base armour. From today, when the vending machine is destroyed, it'll now drop 50% of the loot stored inside. MULTITHREADED NETWORKING RELEASE SCHEDULE We have spent the month thoroughly testing and fixing multithreaded networking and are happy to report that as of the writing of this post all known issues with it have been addressed. In order to play it extra safe we will continue testing it on official servers over the coming days and then release a server update to enable it by default for all servers. As a reminder, if you're a server owner, feel free to test things ahead of time by adding the -networkthread startup parameter to your server. Simultaneously, we will continue testing it on the client internally and then enable it for all clients by default next week. ADDITIONAL CHANGE LOG Improvements Reduced minimum gap between pipe points Can hold Shift to place entities on top of other deployed entities Reworked Maximum and Minimum filter behaviour and added a Buffer mode Added 3 more blueprint slots to the Industrial Crafter Improved pipe generation performance and fixed pipes being regenerated too often Added a green pipe colour Added an extra slot for storage adaptors on the front of small boxes Electric Furnace and Storage Adaptor performance improvements Buffer transfers will now be cancelled if a conveyor is turned off or runs out of the item mid-transfer Added a UI visualisation to show what buffer transfers are in process Conveyors will now turn back on when they receive power if they were on when they lost power Reduced volume of Industrial sounds Industrial Crafter will now only make noise when it is crafting Industrial Crafter will now pulse red if it’s output storage is full Various server garbage collection improvements Fixes Looking at another entity while an IO connection is solo’d will now maintain the solo visualisation Fixed being able to place storage adaptors in places where they would intersect with other colliders (eg. top of a small box placed under a workbench) Fixed some cases where blueprints wouldn't respect number based item filters Fixed sometimes being unable to build in areas where pipes used to be Ziplines should now be much less likely to kill the player if they collide with the terrain Ziplines should now use alternate paths more often if the terrain is too close to the desired zipline Fixed some cases where the Repair resources required UI wouldn’t appear when attempting to repair an entity Fixed contacts button staying disabled permanently after connecting to a server with contacts disabled Fixed water catchers no longer filling up with water when connected to a full water container Fixed edge case where underground train tunnel entrance would not connect to underground train station Various fixes for multithreaded networking Продолжить чтение...
 
INDUSTRIAL Bring new levels of efficiency and unlock new avenues for automation with this month's set of Industrial entities. With these new tools you can move items around your base as well as craft items automatically without you needing to lift a finger. Storage Adaptor The Storage Adaptor is the starting point for most of your Industrial plans - simply attach an adaptor to an existing storage entity to make that entity compatible with your Industrial systems. The adaptor does not require power. Some entities have more than one slot that a storage adaptor can be attached to for ease of placement. Typically the storage adaptor can use all inventory slots on it's attached storage for input/output, although there are some exceptions: When attached to a furnace the Input will insert items into the Fuel/Inputs item slots while the output will remove items from the output slots When attached to a locker the storage adaptor will only access one partition, to access all partitions you'll need to place three storage adaptors The storage adaptor is compatible with: Tool Cupboard Large Wooden Box Small Wooden Box Small Furnace Large Furnace Refinery Electric Furnace Locker Fridge Drop box Vending Machine Industrial Conveyor The Conveyor is responsible for moving items from one entity to another, generally via Storage Adaptors. Once powered and turned on the conveyor will look for items in containers connected to its inputs and then divide those items amongst its outputs. By default a Conveyor will move any item it can find, but you can also assign a filter to have more precise control over exactly what items you're moving. Each Conveyor's filter can have up to 12 items or categories (resources/components/clothing/etc). When a filter is assigned the Conveyor will only transfer items that pass those conditions. You can also assign values to each item in a filter to control quantities, by setting the Maximum amount (don't send resources if the target container has over X of that resource already) and Minimum amount (only send resources in a minimum batch of X size). You'll also find a Filter Pass and Filter Fail electrical passthrough, these will activate based on the current state of the conveyor allowing you to control other parts of the Industrial network based on what items are being moved around. Pipe Tool The Pipe Tool is how you connect industrial entities - if you've used the Wire or Hose tool before you'll be right at home. Pipes come in 4 colours to help identify what's going where. Same distance rules apply here except that the anchor points need to be a small distance apart from one another and that pipes cannot go through building blocks or Vending Machines. They can go through deployables like doors. Industrial Splitter/Combiner These work as you'd expect, allowing you to funnel or split the flow of items. In the case of a splitter connected to the output of a Conveyor, the Conveyor will spread its resources across all of its connections (eg. a Conveyor connected to a splitter which connects to three boxes that wants to send 600 wood will send 200 wood to each box). Industrial Crafter Once attached to a workbench (any tier) the Industrial Crafter allows you to automatically craft items once provided with a blueprint and the required materials. Simply insert the blueprint of your choice in the blueprint slot, insert the required materials, connect some power and turn it on to start producing items. The Industrial Crafter has built in Industrial slots (so no need for an adaptor) so that you can use Conveyors to insert materials and then extract the finished result. There is also a Blueprint In/Out Industrial slot allowing you to swap out the blueprint being crafted. The Crafter can only craft items that are appropriate for the workbench it's attached to and will take the same amount of time to craft an item as a player would. Electric Furnace To complement the Industrial items we're also releasing the new Electric Furnace. It works similarly to other furnaces with a slightly accelerated smelting rate except that it requires power instead of a fuel item. This also means that it doesn't produce charcoal. Limitations and Server options To maintain server performance there are several limitations to prevent Industrial networks from becoming too out of control. There is a hardcoded 16 container input/output limit for each conveyor. This means that as well as the max depth limitation of regular IO, a conveyor will only be able to see the first 16 containers it encounters in the input/output network. There is also a hardcoded limit on how many items in a stack a Conveyor can move in a single tick - 32. If a stack has a count higher than this it will be moved gradually over several ticks. There are also several convars to control the speed and efficiency of industrial systems: server.conveyorMoveFrequency - How often conveyors attempt a move (default 5s) server.industrialCrafterFrequency - How often crafters attempt to craft something (default 5s) server.maxItemStacksMovedPerTickIndustrial - How many whole stacks a conveyor can move in a single tick (default 12) CODELOCK DEFAULT OPTIONS Previously doors would show "Open" as the default option whether you had the code or not, requiring you to randomly stumble upon doors you couldn't open, beeping in your face then requiring you to holding E to bring up radial menu and select unlock. The new default options are as follows: first placed = "change code" (to quickly set your code) unauthorized on codelock & auth on TC = "enter code" authorized on codelock & unlocked door = "lock door" (to prevent leaving doors unlocked) This should allow you to see at a glance what you still need to enter a code on & open the codelock UI much easier. TRAIN WAGON LOOT Train wagons containing crates now have different variants of varying qualities. Overall should be seeing wagons with much higher-quality loot from crates. CLIENT PERFORMANCE METRICS Performance is always a hot topic but it is difficult to address without having an accurate image of the problem. This month I setup logging of client performance and displayed them in various graphs. This has already proven to be useful. We noticed that exclusive fullscreen had lower FPS than borderless. Rather than guessing, we were able to query the database and confirm it. See below for various graphs to get an idea of the insights we are seeing & some interesting data. Overall FPS First up is median FPS across all hardware. It doesn't give a full picture: players with 60hz monitors are included beside 144hz gamers. A better metric may be comparing average fps to monitor refresh rate to see how many players are getting lower FPS than their monitor supports... something we will look at in the future. Best Performing Hardware These charts clearly shows how Rust is CPU bottlenecked (no surprise). What is interesting is how much the extra cache does: a 5800x3D is on average 50% faster than a 5950x! Please don't use this as an excuse to go buy a better CPU as performance is subject to change... but do use this info so you avoid buying a new GPU for Rust then being surprised when it yields no performance improvement (at this time). Hardware Capacity ~75% of the playerbase is running 16GB or less of RAM.... perhaps we should really prioritize why Unity is hogging all the RAM. The majority of players (73%) using 1080p... yet only 2.5% of players using 4k?! Popular Hardware Looking at most popular CPU & GPU we find that it is similar to steam's hardware survey but differs slightly as for Rust. Here are some GPUs as % of total: Our Metrics: GTX 1650 = 6% GTX 1060 = 2.5% GTX 2060 = 5.5% RTX 3060 = 7% RTX 3090 = 0.6% RTX 4090 = 0.2% Graphics settings 30% of people using motion blur 👀 only 5% of players using SMAA, 20% of players using primarily windowed mode (not borderless)... all interesting. I thought more players would have turned shadows off. Operating System Our Mac playerbase is very small, only 0.3% of players. Yet even stranger are the people still on Windows 8... laptops perhaps? Future Next steps are to expand to gameplay metrics. Technically.... we already have some gameplay stats but they are very limited: "total wood gathered", "total kills", etc. Better gameplay metrics will give us the ability to drill down to specific information such as: most popular weapon each day of a wipe win ratio of different weapon match-ups deaths per size of team hourly loot per monuments least used items WATER IO SERVER IMPROVEMENTS We've been aware of some server performance degradation with large scale farms and Water Catcher networks for a while and we've made some improvements this month to hopefully improve the situation. The primary performance issue at play here is the amount of processing required when an entity in an IO chain switches on or off. Under normal circumstances this doesn't happen that often but water containers are considered On when they have water and Off when they are empty. When a chain of Water Catchers are connected and sending water down a chain each container will turn on when it receives the water and then turn off as it passes the water to its next container. Water transferring is quite quick and responsive, this results in rapid sequences of entities turning on and off repeatedly which sends a lot of network updates to any clients in range and involves a lot of (largely useless) IO processing as the network changes state so rapidly. To solve these issues water will now take 10 seconds to start draining once it's inserted into a container. This means that when water travels through multiple containers each container in the sequence will build up a buffer (usually 50-100 water) in each container. This allows the same water flow as before but mostly prevents the containers rapidly turning on/off. The result is that a small sequence of 3 full barrels connected to each other powering a sprinkler used to be sending 10-20 network updates every few seconds will no longer send any updates at all while the system is active, only a few updates when the system runs out of water. This should improve performance primarily on the server but receiving less network traffic will help client performance as well. We've also modified the behaviour of Water Catchers, when a Water Catcher is going to generate some water, it will now deposit its water as far down the chain as possible. This means that if you have 3 Water Catchers connected to a Water Barrel, the catchers will actually never receive water at all, instead the water will be deposited directly into the barrel. In a benchmark of 1000 water catchers connected to each other, we found that the server's IO would become unresponsive after several minutes of gameplay as the system became overloaded with water transfer processing. With the above changes server IO performance remains instantaneous even if we artificially limit the servers frame rate. There is also a new optional server convar "server.waterContainersLeaveWaterBehind" that modifies the draining behaviour to leave one unit of water behind in a liquid container that drains into another container. This keeps the container in its "On" state permanently and further helps performance. Since this is a change in functionality it is disabled by default, if your server is still experiencing IO performance issues due to water entities turning this on may improve performance. HAPIS RETIREMENT Today we're permanently retiring Hapis Island map. Hapis Island was first introduced in April 2015 by Petur, inspired by the original Rust legacy map. Over the years, Hapis has gone through countless revisions to where it is at today. Why Retire Hapis? We're a small development team with no dedicated staff focusing on map design and creation, our mapping attention is focused on procedural maps. Hapis has continuously been developed on the sidelines as a lower-priority project with any free time Petur has. Free time is harder to find nowadays as we focus more on larger, longer-term features with a higher level of polish. Hapis Island needs a lot of attention requiring hundreds of work hours to be polished and kept fresh, which we can't currently give it. Hapis Island is missing many key features we've added over the past couple of years, zip lines, subways, new monuments and above-ground rail systems, to name a few. When Hapis can support newer features it often takes an extra month, or few for the features to be introduced to Hapis, leaving players waiting and disappointed, some features, such as the rail systems Hapis can't currently support due to a lack of internal tools. This isn't the end for static maps on Facepunch servers, we'll be working with the custom map community to fill this void over the coming weeks and months. UNITY 2021.3 UPGRADE We have upgraded the client engine to Unity version 2021.3 earlier this month. Initially there have been a number of issues from the upgrade, but we've gone through and addressed all the major ones with several small patches. This new version of Unity should open up new possibilities for both performance and visual improvements that we're hoping to introduce over the coming months. A big one is Unity's Burst compiler that will help us transition existing code in the Jobs system to a higher performance version of it. Unfortunately the upgrade also introduced a bug in fullscreen exclusive mode that caused a significant performance degradation compared to borderless fullscreen mode. Due to this we had to retire fullscreen exclusive mode. If you're encountering issues that seem related to this, please contact our support team to figure out a workaround for your specific setup. The server build of the game will remain on 2019.3 for this month while we continue testing the new engine version to make sure the server build is stable enough for a wide release. More on that hopefully next month. MULTITHREADED NETWORK TESTING We've been working on a major networking performance improvement called multithreaded networking. This will apply to both the client and the server, but naturally it will have a significantly higher impact on the server. Due to the nature of the change we wanted to make sure it's working as intended before enabling it by default, so we're first going to start testing it on select official servers this month before hopefully enabling it by default on all servers next month. If you want to start testing it before then, simply add the startup parameter -networkthread to your server or client. Please note that this is a highly experimental feature that may cause significant problems when enabled. SERVER QUERY PORT SHARING RETIREMENT As announced in the November and December devblogs, we are working on a number of networking improvements that require us to retire server query port sharing. Because of this, we have requested that all server owners that are still using this feature update their server startup parameters to use a query port that is separate from the game port. We have decided to pull the trigger and finally retire query port sharing this month. If you're a server owner who still hasn't updated their server startup parameters, please make sure to do so immediately. Продолжить чтение...