12:00am EST - It’s a fresh week for Rust development and some solid quality of life changes are in effect along with forward progress on future features.
Optional updates this week
There were two server and one client updates released this week. This isn’t overwhelmingly uncommon to see throughout the month as more small but important fixes are implemented. Not to get bogged down in specifics, these updates were primarily to fix exploits and some edge cases which caused projectiles to be invalidated. Although optional, it is highly recommended that all people run these updates.
The most recent round of Twitch drops has been active all week. If you haven’t already, go set your account up for drops and start watching some of your favorite streamers to get sweet drops. You have till Saturday to collect all these exclusive skins!
Auto lock on deploy
A relatively small change with potentially huge gameplay ramifications was enacted this week. Key locks will now auto lock when deployed on a door. Although this may seem slight at first blush, the impact this has for online raids and various other in-game situations is potentially vast.
Sometimes in Rust, you just need to cease your current incarnation and start back on the beach (or bag). That option has now been added to the escape menu in the form of a suicide button. Note: this only appears when connected to a server.
Have you ever been sitting on your freshly Twitch-dropped-couch thinking, “Man, I really wish I could swing this big sword right now”? Well question no more as wielding of weapons has now been added as an option when in full couch potato mode.
Fixed finger clipping on Thompson when using the admire animation
Fixed thumb clipping through glove meshes
Fix items losing their skin when their stack is split (eg. satchel charge skins)
Fixed metal shopfront preventing construction placement in certain builds
There’s also been a bunch of work on the following projects. More information on these is it becomes available.
Workcart / underground tunnel system
Camper vehicle module
A new ‘gamemodes’ branch
New animals / AI
Steamworks experimental branch
And a literal shit load of hidden commits