Rust Updates
Every devblog and community update Facepunch has posted, newest first. Each links out to the official post at rust.facepunch.com/news. The big monthly update lands with the force wipe on the first Thursday of the month; the Rust wipe schedule shows which servers just wiped and which wipe next.
An art slam dunk.
We added signal grenades to call in airdrops, ammo hot-swapping for multiple weapons, candle hats, and we built six radtowns on Hapis Island.
100 rockets vs one base, and a Rust version of the Truman Show.
We added hand-held maps, research tables, and bean can grenades. And we started to make Hapis Island rad.
Yup, that's the Mona Lisa in Rust.
A whole new world to explore...
Art attack.
Explode some fine art: we added rocket launchers and paintable signs!
Come and watch some epic raids.
We took the first step towards custom maps, and we added horses.
A player's take on crafting...
We added a guitar, a camera, and barricades, and we rolled in all of last week's <a href="http://playrust.com/devblog-54/">changes</a>.
A make-believe oil tanker built with signs.
New roofs, better terrain, and a peek at the new Legacy-inspired island. Apologies, but the update has been moved to next week for further testing. See the note at the bottom of the post.
Signs have made Rust 10x more terrifying.
We added signs.
Movies and feces.
<img src='http://files.facepunch.com/garry/2015/March/19/2015-03-19_20-45-39.jpg'>
A community colossus.
<img src='http://files.facepunch.com/garry/2015/March/13/2015-03-13_15-02-30.jpg'> <h2>Performance</h2> We've started adding LODs to the building parts - which is having a hugely positive impact on performance. We've only done walls so far, but we're working through the entire set. What this means is that we're using a different rendering mesh for models that are far away, which is lower resolution - which obviously doesn't take so much power to render. Because obviously it's a waste of time rendering a highish poly model for something that will only be about 6 pixels tall on the screen. We've also done a lot of work on serverside performance. The AI now thinks at a fixed rate. Previously it tried to think every frame.
Rust's official development updates and patch notes, linking straight to Facepunch's own post for each one rather than a mirrored copy.