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RustForge Sign PainterNewsRustForge Beta Testing Branch - "The VoidWatch Sentinel Testing Phase!"
Community

RustForge Beta Testing Branch - "The VoidWatch Sentinel Testing Phase!"

RustForge Sign Painter · published 30 Jan 2026, 12:05 UTC

All newsPlayers around this dateRead on Steam

Transmission from RustForge 🎙️

The next evolution of RustForge is here, and it’s time to move into the next phase of the Beta! This update is a massive milestone, I’ve refactored the core engine logic to be 33% faster while simultaneously making it more resilient to most every issue, and to Windows display "quirks."

I have introduced the VoidWatch Sentinel, a proactive monitor that acts as your insurance policy against lost progress. Because I've rewritten the math for how the mouse moves across Widescreen and High-DPI displays using a new coordinate system, I need your help testing these changes across as many different monitor setups as possible!

How to Join the Beta:

  1. Right-click RustForge Sign Painter in your Steam Library.

  2. Select Properties > Game Versions & Betas.

  3. Choose the Beta Branch.



Beta Highlights

The VoidWatch Sentinel (Painting State Monitor)

  • Proactive Recovery: VoidWatch Sentinel now monitors the game's UI layer while you paint. If it detects the painting menu has closed (due to death, disconnect, or a server restart), it instantly halts the cursor and triggers an emergency save.

  • Saves in-game Canvas: The Sentinel now periodically pulses a save canvas command (CTRL+S) to the game every heartbeat, ensuring the game itself has saved the canvas contents. This ensures you lose no canvas data if the canvas closes before the game saves its contents.

  • Custom Polling: Added a "Sentinel Heartbeat (Polling Rate)" option to let you decide how often the app checks the screen (Default: 2000ms).

  • Calibration: Use the new Set VoidWatch AutoSave Point (F8) hotkey to pick a static UI element (like the Trash icon) for the Sentinel to track.

High-Precision Screen Space Math

  • Accurate Screen Space Detection: I’ve implemented a new "Physical vs. Logical" resolution check. If Windows is "stretching" your display (125%, 150% scaling), a new notification window will explain exactly how RustForge is adjusting its math to compensate.

  • The Perfect Equation: I’ve moved to a high-precision double-mapping system. By using this, we eliminate the "rounding errors" that previously caused unpainted vertical stripes or "ghost lines" on certain resolutions.

  • Ultrawide Support: Reworked screen space equations to natively support 21:9, 32:9, and non-standard aspect ratios.

Engine & Stability

  • 33% Speed Boost: Refactored the internal loop to reduce CPU overhead, allowing for significantly faster painting on "Turbo" settings.

  • Input Safety Buffer (Safe Mode): A new toggle in Settings that adds micro-delays between inputs, perfect for ensuring strokes register on high-latency/laggy servers.

  • AutoSave Improvements: Standard AutoSave now triggers every X rows, backing up your session data to the INI file so you can resume exactly where you left off.

  • Image Loading Fix: Resolved the "Missing Parameter" error, all standard image formats and SVGs should now load flawlessly.



What we need to know:

  • VoidWatch Sentinel Reliability: Did the VoidWatch Sentinel properly stop RustForge when the menu closed or changed? Did it "save" your progress?

  • DPI Alignment: Does the new scaling detection properly align the canvas selection with your mouse? Does the painting method stills cause tearing and specking?

  • Safe Mode: Does the "Input Safety Buffer" help with skipped pixels on high-ping servers, and unstable/low FPS?

  • Speed: What speed are you set at, what is your Timing Delay set to?


Fixes & Quality of Life

  • Modernized UI: Updated the Help and Info forms with a high-contrast, scannable layout.

  • DPI Override Instructions: Added clear guidance on how to use the "Override High DPI Scaling" properties in Windows if the new math detection still isn't enough for your specific setup.

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