Any players that have been deauthed from the TC in the last 24 hours
Any players that are authed on a code lock in the base (including guest code access)
Any players that were deauthed from a code lock in the last 24 hours
First 4 players incur no tax
Next 6 players incur 2% tax per player
Subsequent players incur 4% tax per player This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep. There is a maximum tax amount of 300%. You can see the current tax rate being applied by hovering over the upkeep cost while the TC is open.
80% Left panel - 680hp
70% Right panel - 595hp
60% Front panel - 510hp
90% Left panel - 2250hp
80% Right panel - 2000hp
70% Back panel - 1750hp
60% Front panel - 1500hp
Wood Chestplate
Wood Armor Pants
Wood Armor Helmet
Wood Armor Gloves
maybe some animals will enter your base or get in monuments
navmesh is saved to disk and loaded when the server restarts, potentially leading to faster boots
the continuous runtime cost of NPC navigation is lighter on the main thread but uses more background threads
Reduced the memory usage of a lot of objects in the world, by very small amounts on each object but it adds up to about 15k less objects/10mb of memory
Reduced the texture size of many ambient occlusion textures resulting in a reduction of ~630mb, with almost no visual difference, this would affect VRAM usage.
Reduced the texture size of distant objects, more VRAM saving
## 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
## 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.