https://rust.facepunch.com/blog/devblog-189/
Changes:
Bases repair themselves if upkeep resources are in TC
Bases require upkeep resources to be kept in TC
New on/off sounds for a bunch of deployables
New active/burning loops for a bunch of deployables
New searchlight movement sounds
New open/close sounds for a few deployables
New Junkyard monument
New procedural roads art
Brought back old caves (Hapis)
Added "Pumping station" and "Abandoned Boat" loot areas (Hapis)
Added Launch Site (Hapis)
Added Ice sheets and Icebergs (Hapis)
Added new static quarrys (Hapis)
Foundations can now be placed at a half height offset
Added half height walls
Fixed various wall stacking exploits
Roofs occupy wall sockets and can no longer be used as honeycombs
Building privilege is emitted by the entire building
There can only be one tool cupboard per building
New monument placement algorithm
Procedural roads now connect to monument roads
Print last placement error in chat when pressing LMB while placement guide is red
New power line placement algorithm
Tool cupboard can store upkeep resources
Fixes to older radtowns (Hapis)
Fixes to loot and ore scarcity (Hapis)
Monument chainlink fences can be shot through
Roads are no longer split in half by rivers
Fixed gaps between roads and terrain
Fixed roads sometimes being partially flooded
Fixed hammer highlight on wooden triangle foundations
Fixed weird camera movement when jumping introduced last patch
Small Furnace Art Updated
Complete rework of site A (Hapis)
Moved Site B to east coast (Hapis)
Reduced size of arctic biome slightly
Increased size of arid biome slightly
Health bars are only visible when damaged or holding a hammer
Grenades inherit player movement velocity
F1 grenade has larger blast radius
Dropbox is now Tier 1 WB
Stone Spear no longer requires WB
Experimentation at WB1 costs 75 scrap instead of 100
Armored building tier costs 25 hqm and no wood/stone
Armored doors have had their costs reduced accordingly