RUST Patch Notes

Patch 2026-08-06 August 6, 2026

  • Stock lowered from 10 -> 2
  • Restock time increased from 2m -> 10m
  • move into backpack before main inventory
  • wear clothing instead of dumping in chest
  • move from backpack to main inventory instead of dumping in chest
  • equip clothing instead of putting into main inventory
  • Options panel - a set of sliders and toggles that let you control the camera, depth of field, time of day and post processing.
  • Dolly camera - lets you place cameras at any point in time and sweep through them.
  • Keyframe timeline - animate any slider in the options panel to create things like cool timelapses, sweep the focus distance, etc.
  • Sandbox mode - clone players, place lights, with more features coming in the future.
  • Scene system - Do all of the above, create variations, its our equivalent of project files within a demo.
  • Change appearance - You can change the clothing and seed of any player or hide them altogether.
  • Export as a png sequence - this will be further expanded to export videos in the future.
  • Build a dependency chain of snapshots (if we send both a parent and a child snapshot, then they gotta send in order as one chain)
  • Sort chains by ones having entities to serialize vs ones without
  • Former go to main thread, latter to worker threads
  • 1000 entities: 6.6ms -> 3.6ms
  • 10000 entities: 64.4ms -> 10.6ms
  • Mutex - our original implementation, omitted in most graphs as it breaks scale
  • FuzzyCB - current implementation of Pool
  • ConcQSegm - implementation based on CoreCLR's ConcurrentQueue shipped with unity's mscorlib
  • LPRQSegm - new implementation
  • New RPC: CommunityEntity.DestroyUIs - takes a list of panel names to destroy at once
  • Fixed: Button and Scrollbar color tweening / transition fade when it first gets created
  • Exposed: Button and InputField "interactable" individual property
  • Exposed: Individual graphics can now use "blocksRaycast" property
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Patch 2026-07-02 July 2, 2026

## What changed **Network Performance** — Multiple optimizations to reduce memory allocations and improve server efficiency through parallel processing and task scheduling ## Performance Improvements - **UniTask library** — Replaced with implementation to eliminate allocations from multithreading code - **Player snapshot sending** — Accelerated per-frame updates using new fuzzy pool and removing buffer preallocation - **Player network subscriptions** — Network subscription updates now run in parallel - **EAC and Analytics tasks** — Scheduled earlier to prevent main thread blocking - **Anti Hack logic** — Remaining server Anti Hack systems parallelized ## Overall Server performance improved through reduced memory allocations and parallel processing of network and security tasks.
  • Use of UniTask library to avoid allocations from multithreading code
  • Speeds up per frame player snapshot sending by using new fuzzy pool and removing buffer preallocation
  • Runs portions of player network subscription updates in parallel
  • Schedules EAC and Analytics tasks earlier to avoid main thread waiting on them
  • Parallelized remaining server Anti Hack logic
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Patch 2026-06-04 June 4, 2026

## What changed ### New Content / Visual Improvements - **Player heads** — expanded selection with unique materials, eyelashes, and improved eye lighting - **Hairstyles and beards** — reworked with new anisotropic shaders for more natural appearance - **Clothing** — updated all garments to work with new character rig and proportions, refreshing older assets ### Bug Fixes - **Player model art pipeline** — modernized to make future fixes and improvements easier to implement - **Animal pathing** — reduced random deaths of new animals by fixing navmesh issues on convex/concave terrain - **All clothing compatibility** — fixed long-standing issues with gear on the updated character model ### Navigation System Overhaul - **AI pathfinding** — implemented new navmesh system that runs in background after server startup and loads instantly on restarts - **Animal and NPC access** — animals and scientists can now enter player bases (currently limited to simple bases without doors while system is being tested) - **Performance optimization** — obstacle handling moved to separate threads with budgeted processing to prevent framerate impact - **Scientist AI improvements** — custom pathfinding costs now discourage direct routes for cheaper flanking; can quickly discard unreachable cover positions without expensive queries; limited maximum time per pathfinding request to prevent lag spikes - **Future AI updates** — system now supports scientist AI updates on cargo and excavator locations ## Overall RUST overhauled player character visuals with improved heads and hair, updated all clothing, and implemented a new navigation system that allows NPCs and animals to move through bases while improving performance and AI behavior.
  • Expanded the number of heads in the game, with each head now having unique materials and additional details such as eyelashes and improved eye lighting.
  • Reworked and expanded hairstyles and beards, using new anisotropic shaders to make hair feel more natural.
  • Updated all clothing to work with the new rig and proportions, giving a lot of older assets a much-needed refresh and fixing some long-standing issues.
  • Modernised the art pipeline behind the player model, making future fixes and improvements much easier to ship.
  • Animals and scientists will be able to enter and move in player bases. For now they can only enter a simple base with no door when the new navmesh is enabled. This is part of the groundwork for keeping sheep, cows, dogs.
  • New animals dying randomly happens less (it happened because of unity failing to path on some convex or concave terrain).
  • We’ll be able to update the scientist AI on cargo and excavator (which was not possible before because we needed a moving navmesh).
  • New scientists will have better and cheaper flanking (through a custom A* cost that de-incentivizes direct paths).
  • Navmesh is built in the background after the server starts, but on restarts it will be loaded from disk which is instant.
  • The obstacles like player foundations are handled on other threads + budgeted, and don’t impact the framerate (unity’s way of handling obstacles has a significant constant performance overhead).
  • We limit the max time a single pathfinding query is allowed to take, so a single npc can’t create a lag spike with a long path request.
  • When looking for cover or peeks, new scientists will be able to quickly discard positions they can’t reach without needing expensive pathfinding queries.
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Patch 2026-05-07 May 7, 2026

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Patch 2026-04-02 April 2, 2026

## What changed **Chainsaw** — now always hits the X when farming trees **Watchtowers** — can no longer be spam placed next to each other **Junkpiles** — fixed spawning on sleeping bags **IO counter** — can now set the reset value **Sleeping bags on death screen** — added visual indicator to distinguish between sleeping bags in the deep sea **Light source toggling** — tap keybind to toggle all equipped light sources simultaneously (original behavior); hold keybind to open radial menu for individual toggling when multiple light sources equipped **Command list screen** — added, showing all available commands **Admin auto completion** — now works with server convars **Console text size** — CTRL + Scrollwheel to increase/decrease **Convar descriptions** — all missing descriptions generated using AI with (Generated) warning label **Inventory favorites** — can now favorite items and find them in dedicated tab **Inventory recents tab** — added **Inventory item size** — CTRL + Scrollwheel to increase/decrease **Inventory keyboard controls** — added **Team radar** — added player positions and team ID display **Team radar buttons** — added teleport and mute buttons **Team radar filtering** — added UGC filtering panel ## Server Administration **Relay configuration** — added three new convars: `relayenabled` (enables RustRelay server), `relayurl` (sets recipient websocket server URL), and `relaytoken` (sets Bearer token for HTTP Authorization header) ## Performance Notes - Server-side antihack logic runs at 2.3ms - Player network streaming updates at 3.8ms - 0.3ms overhead from incomplete async tasks - C# async allocations create optimization tax ##
  • Chainsaw now always hits the X when farming trees
  • Watchtowers can no longer be spam placed next to each other
  • Fixed junkpiles spawning on sleeping bags
  • Can now set the reset value of the IO counter
  • Added a visual indicator to distinguish between sleeping bags in the deep sea on death screen
  • Tap the keybind to retain the original behaviour: all equipped light sources toggle simultaneously.
  • Hold the keybind to open a radial menu (when multiple light sources are equipped), allowing you to toggle each one individually.
  • The areas marked with 1 and 2 are running serial code. For 1(2.3ms) it's running our server side antihack logic, for 2(3.8ms) it's updating player's network streaming
  • For number 3 - we spend 0.3ms because one of async tasks doesn't finish early
  • For number 4 - our use of C# asyncs is leading to allocations, so our optims have a tax
  • A command list screen has been added, showing all the available commands
  • For admins, auto completion now works with server convars
  • CTRL + Scrollwheel will increase/decrease the text size
  • All the missing convar descriptions have been generated using AI. You'll see (Generated) in front as a warning, we figured AI descriptions are better than no descriptions.
  • You can now favourite items and find them in a dedicated tab
  • We've also added a "Recents" tabs
  • CTRL + Scrollwheel will increase/decrease the item size
  • Keyboard controls have been added
  • Added player positions and team ID
  • Added teleport and mute buttons
  • Added a UGC filtering panel
  • relayenabled #Enables the RustRelay server
  • relayurl " https://example.com " #Url of the recipient websocket server
  • relaytoken "" #Token of your choice to be passed as Bearer HTTP Authorization header
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