## 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
## What changed
- **Deep Sea spawn location** — now randomly placed on either side of the map after each opening
- **Deep Sea opening timing** — will no longer open immediately after server wipe
- **RHIB access** — can no longer be used to enter the Deep Sea
- **Deep Sea notification** — audio alert plays when the Deep Sea opens
## Performance Optimization
- **Vine swinging trees** — reduced by 6-9 colliders depending on which variation spawns
- **Harvestable plants** (Hemp, Wheat, Pumpkins, berries) — server colliders removed; client-side colliders retained for interaction only
- **Planter crops** — server colliders removed; planter now handles sprinkler, heater, and environmental calculations instead of individual plants
## Balance
- **Deep Sea loot respawn** — now refills gradually over time instead of all at once
- **Deep Sea initial loot** — decreased to approximately 70% of previous amount when the area first opens
## Overall
The Deep Sea is now less accessible by vehicle, opens less predictably, and provides less concentrated loot that refills more gradually.
The side of the map it spawns on is now random after each opening.
The deep sea will no longer open right after the server wipes.
You can’t go there using RHIBs now.
A notification sound will play when the deep sea opens.
Vine swinging trees use 6-9 less colliders (depending on which variation is spawned)
Collectable plants in the world (Hemp, Wheat, Pumpkins, berries, etc) no longer have a collider on the server, just the client. It's needed on the client to allow the player to interact with them, but not needed on the server.
Plants growing in planters have also had the server colliders removed. Sprinklers, heaters and environmental factors are calculated by the planter rather than every individual plant, so this should have no gameplay changes.
Loot now respawns slowly over time. The initial loot fill when the Deep Sea opens has been decreased to around 70% of what it was.
## What changed
- **Boat physics processing** — migrated from Invoke-based system to dedicated processing queue to prevent stalls when physics world changes
- **Boat physics workload** — implemented batch processing and Burst jobs to distribute calculations across multiple threads
- **Boat physics optimization** — added skip logic to skip processing when boats and their contents haven't moved or changed
## Performance improvements
- **Moving boats** — reduced from 2.3ms to 0.9ms per frame (-61%)
- **Static boats** — reduced from 3.6ms to 0.25ms per frame (-93%)
## ServerProfiler changes
- **Scope activity tracking** — recommended to use flag like **RecordIndustrialQueueServerVar** to track when scopes are active
- **Export cooldown** — ServerProfiler automatically disables scopes for 30 minutes after export (configurable via **profile.ExportIntervalS**, can be reset with **profile.ResetExportInterval**)
- **Feature toggle** — entire profiling system can be disabled via **profile.ImmediateModeEnabled** (enabled by default)
- **Profiler scope usage** — designed for code taking 0.05ms or longer; profiler overhead makes it unsuitable for profiling faster operations
## Overall
Boat physics processing now uses queued batch jobs instead of invokes to dramatically reduce frame stalls, with optional performance profiling tools that require manual scope flagging.
Uses it's own processing queue instead of Invokes, reducing stalls if physics world changes between individual invokes
Used batch processing and Burst jobs to overlap work across threads where possible
Skip work if volume and it's contents haven't moved/changed
1.4ms(-61%) if every boat is moving
0.25ms(-93%) if every boat is static
It is strongly recommended to have a flag whether scopes are active or not ( RecordIndustrialQueueServerVar in example)
ServerProfiler has an internal 30-minute wait period after export where the scopes are inactive. Configured via profile.ExportIntervalS , interval can be reset with profile.ResetExportInterval if you don't want to wait it out
Entire feature can be disabled via profile.ImmediateModeEnabled (default enabled)
It's designed for code that runs in 0.05ms or more, so don't use it to profile something cheap (setting up profiler and installing profiler hooks costs)