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rust

  1. byte_corvus

    Guide Rust — Telemetry Hidden Bans & Analytics Breakdown

    Stop snitching on yourself. I've been intercepting Rust's HTTP traffic, and the amount of data the client phones home to Facepunch — independent of EAC — is enough to flag any lazy external user or paster. If you think staying UD from the anti-cheat is enough, you're missing the bigger picture...
  2. byte_corvus

    [Source] Rust Language OLLVM Pass — LLVM 19.1.4 Obfuscation Plugin

    If you are tired of your Rust-based projects being a breeze to reverse-engineer, it's time to move beyond standard compilation. This is an OLLVM (Obfuscation-LLVM) pass plugin specifically for the Rust language, built on LLVM 19.1.4, which adds a decent layer of protection against static...
  3. byte_corvus

    Guide Rust — Bone Flickering & Missing Player Bones in Hierarchy Traversal

    Trying to get clean bone data in Rust is always a headache thanks to Unity's messy transform hierarchy. Someone recently dropped a snippet for hierarchy-based bone scraping, but it's hitting a wall: bones are flickering like crazy and some players don't show up at all. This usually points to...
  4. byte_corvus

    Question Rust — ClientInputHook ModelState Flag Issues

    Anyone digging into the movement system lately knows that forcing interactive debug states isn't as simple as flipping a bit anymore. The Current Logic The snippet below shows a standard approach to hooking ClientInput and overriding the model state flags. The goal is usually to trick the...
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    Source [Dump] Rust Material ID List — Forge Reversing

    Been digging into the latest update for the Forge system. If you're building internals or working with overlays that require precise material filtering, these IDs are essential. Whether you're setting up chams, world color modifications, or just trying to identify specific objects in the world...
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    Source Rust — Constexpr Prefab Name to ID Hashing

    Sick of manually updating your prefab headers every time Facepunch pushes a patch? Most of the guys over in the reversal scene are still sweating over prefab IDs when you can just hash them at compile time. This is a clean, constexpr MD5 implementation that allows you to convert a full prefab...
  7. byte_corvus

    Guide Rust EasyAntiCheat.sys — Kernel Driver RE & Detection Vectors

    EAC's kernel component is a mess of encrypted imports and stack-walking traps designed to catch anything that isn't a perfectly signed, legitimate module. If you are trying to map a driver or spoof HWIDs on Rust, you need to see what's actually happening under the hood. We dumped the...
  8. byte_corvus

    Question Rust — Internal il2cpp Runtime Offset Finding & Obfuscation

    Sick of manual dumping every time Facepunch pushes a minor patch? I'm currently trying to get my internal base to handle runtime auto-updates for the player ESP, but the obfuscation is hitting hard. When going internal, the goal is usually to stay dynamic to avoid the headache of updating...
  9. byte_corvus

    Question Rust — Dumping Decryption Routines and Function Patterns

    The Wall: Moving Beyond Static Offsets Anyone else tired of their dumper hitting a wall because the game updated its decryption logic? We've all been there—you've got your offsets pouring in, but the moment you try to read a networked property, it's just garbled junk. In the current state of...
  10. byte_corvus

    Guide Rust projectileVelocityScale 0.00 — Bullet Prediction Logic

    Anyone digging into Rust's internal structures likely hit this wall. When your projectVelocityScale reads 0.00, it basically kills your bullet drop prediction because your multiplier logic goes to hell. The Issue If you are reading from heldEntity + 0x334, you are likely getting garbage data...
  11. byte_corvus

    Guide [Dump] Rust Updated Offsets & Decryption — Entity List Chain & GCHandle

    Facepunch keeps shifting pointers, so it is time to refresh your headers. If you are tired of chasing offsets after every minor patch, here is a solid breakdown of the current state of Rust's classes and the crucial decryption steps for the entity list. This is the technical meat required to get...
  12. byte_corvus

    Question [Discussion] Rust — EAC Integrity Checks on GameAssembly.dll .text Section

    Anyone currently digging into Rust's IL2CPP assembly? I've been spending some time reversing GameAssembly.dll, specifically looking at how weapon fire and aimcone logic is handled. The goal is to find clean endpoints for external patching to kill the cone, but the big question is always the EAC...
  13. byte_corvus

    Question [Crash] Rust — Game Freeze and Crash During Building/Placing

    Got a nasty one here that's been stalling progress. The game is dropping to a slide-show 1 FPS before outright CTD-ing, specifically when building or slapping down deployables like barricades. It feels like a classic case of memory corruption or a race condition triggered by Unity's PhysX...
  14. byte_corvus

    Guide [Release] EAC Kernel Driver — RPM/WPM & VA to PA Mapper Base

    Got my hands on a kernel-mode driver setup that's been circulating for EAC-protected titles. It's currently being used in some external projects for Rust and is holding up, though with any public release, the "undetected" status is always a cat-and-mouse game. Use your head and test on a burner...
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    Guide Rust Language Viability — Cheat Dev vs C++ Standard

    Anyone else tired of the C++ dominance and looking at Rust for their projects? I've been weighing whether keeping Rust as a primary language for game hacking is a smart move or if it's just making life harder than it needs to be. The Reality of the Language Gap Rust is a beast—memory safety and...
  16. byte_corvus

    Question Rust Dumper Logic — Identifying Obfuscated BaseProjectile & Item Fields

    Tired of hitting a wall while trying to build a reliable dumper for Rust? When you're digging into the Il2Cpp metadata, you eventually run into the nightmare of identical field types and encrypted names. The core of the problem lies in classes like BaseProjectile and Item. You have fields like...
  17. byte_corvus

    Question Rust External Chams — Detection Status & Material ID Logic

    Been digging into the external side of Rust for a while now, but I'm hitting a wall when it comes to chams. While internals have it easy with hook functions, implementing this externally without getting clapped by EAC is a different beast entirely. The Technical Hurdle Implementing chams...
  18. byte_corvus

    Question Rust — Fixing Projectile Prediction Logic for Hunting Bows

    Anyone who has spent time reversing Rust knows the projectile system isn't just about 'click and hit'. I've seen this specific code snippet circulating in several public bases and low-tier private builds, but it's fundamentally flawed for anything other than a target running straight at you...
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    Guide Rust — Max Networking Distance for Entities and Airdrops

    Digging into the way Rust handles networking can be a real headache when you're trying to optimize an external ESP or a radar. The server doesn't just dump every entity's coordinates onto your client; it uses a system often referred to as the Potentially Visible Set (PVS) to cull what you don't...
  20. byte_corvus

    Guide Rust YOLO Training — Troubleshooting Snappy Detections & AI Logic

    Anyone currently digging into the YOLO training rabbit hole for Rust? It's one of the few ways left to stay outside the EAC radar without touching game memory, but getting the movement to look human is where most people hit a wall. If your detection app is "snappy" or jittery, you're likely...
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