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RustForge Sign PainterNewsRustForge Official Release - Version 3.4.0.2 "Precision & Recalibration Update"
In-game event

RustForge Official Release - Version 3.4.0.2 "Precision & Recalibration Update"

RustForge Sign Painter · published 26 Jan 2026, 15:27 UTC · build 21667740

All newsPlayers around this dateRead on Steam

Transmission from RustForge 🎙️

WE HAVE OFFICIALLY RELEASED ON STEAM! <3

RustForge has been recalibrated, and precision-aligned. While our last update pushed for raw speed, it revealed a conflict between high-speed input and game engine frame-timing. This "Hot Loop" conflict was starving systems of CPU resources, leading to FPS drops and those frustrating vertical "specks." Today’s update introduces a Hybrid Sleep Engine and Coordinate Centering, ensuring that every stroke is pixel-perfect and your frame rate remains rock solid.

Patch Highlights

  • Hybrid Precision Sleep: Replaced aggressive "Hot Loops" with a smart sleep-and-yield strategy to eliminate CPU starvation and FPS drops.

  • Coordinate Hitbox Alignment: Overhauled mouse math to target the exact center of game pixels, preventing "flickering" and rounding errors.

  • Vertical Gap Elimination: Implemented "Pixel Stepping" for long strokes to force the game engine to acknowledge every movement.

  • Desktop Screen Space Fix: Improved multi-monitor support to ensure coordinates scale correctly across complex display setups.


Balancing & Logic

The Hybrid Sleep Engine

Deep Sleep & Yield Integration

  • Why this matters: Previously, the "Turbo" and "Fast" modes used a "Hot" loop that consumed 100% of a CPU core. This caused the game's FPS to tank because the painter was fighting the game for processor time.

  • The Fix: RustForge now uses Deep Sleep for the bulk of the wait on Normal, Fast, and Fastest modes, combined with a Safety buffer. This "Light" loop tells Windows to let the game process its frames first, keeping your FPS steady while maintaining microsecond precision.

Pixel-Perfect Accuracy

Coordinate Centering

  • The Problem: Moving to a new painting location after skipping already painted areas often landed the cursor on the "edge" of a pixel, leaving a vertical gap or "speck."

  • The Fix: I’ve recalibrated the screen space math. This forces the cursor into the "dead center" of the pixel’s hitbox.

  • Movement Stepping: For long horizontal lines, the engine now "steps" the mouse to ensure the game's input buffer never misses a coordinate update.


Speed Profiles (Recalibrated)

Setting

Delay

Best For

Normal

20ms

Max Stability / Best for Users with 60 FPS or lower.

Fast

15ms

Mid-range PCs / Recommended for steady 60-90 FPS.

Fastest

10ms

High-speed / High-accuracy / Best for 90-120 FPS.

Turbo

5ms

Experimental Speed / Best for High-end PCs and 144 FPS+.


Fixes & Quality of Life

Multi-Monitor Scaling Fix

  • Improved Screen Space Math: Corrected an issue where users with secondary monitors to the left or top of their primary display would see the painter "offset" or hitting the wrong screen.

  • The Fix: The engine now explicitly calculates the Screen Space before scaling.

Input Buffer "Anchoring"

  • The Fix: Added a "Safety Buffer" at the end of every line. The mouse now holds its position for a final tick before the next line is sent to ensure the final pixel is fully inked.


📈 Known Issues

  • The "Turbo" Limit: While FPS drops are fixed, Turbo Speed still pushes the limits of the Windows System Timer. If you see specks on Turbo, your system timer may be locked to 15ms due to a lower FPS, switching to Fastest will resolve this.

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