userPilgrimcancel

1,196 Commits over 4,383 Days - 0.01cph!

2 Hours Ago
fixed muzzle flash fx slight incorrect position on the muzzle brake
2 Hours Ago
merge from attchement_lod_fixes
3 Hours Ago
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
4 Hours Ago
fixed both corn and salvaged hammer having double lod renderers on their world model
4 Hours Ago
update to propane tank .worldmodel fix for random disappearing act in the lods
Today
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
Today
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Today
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
Yesterday
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
Yesterday
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
Yesterday
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
Yesterday
optimised world models for the following weapons: custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300 all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped. - LOD0 triangles: 60,828 -> 26,234 across the 5 - LOD0 renderers: 17 -> 5 - Skinned meshes: 59 -> 0 - Meshes: 64 -> 16
Yesterday
optimised the electric chandelier LOD0 LOD0 triangle count from 22,766 -> 9328 still high but unavoidable for the complexity of the asset. reduced lodchain from 5 -> 3
Yesterday
optimised Rustige egg world models Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model. The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped. - LOD0 triangles: 46,772 -> 16,466 across the eight - Skinned meshes: 72 -> 0
2 Days Ago
merge from flamethrower flame offset fix
2 Days Ago
fixed flamethrower 3p flame offset
2 Days Ago
2 Days Ago
adjusted minifridge.deployed prefab gibbable settings
2 Days Ago
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
2 Days Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
2 Days Ago
include ao
2 Days Ago
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
2 Days Ago
merge salvaged hammer refresh
2 Days Ago
optimised salvaged hammer textures ao from 2k -> 512 renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
2 Days Ago
fixed 3p being offset from players hand
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
updated laserlight world model (improving lods) and also the lod component to be more forgiving like the muzzle brake and boost. same nasty early transition issue
2 Days Ago
adjusted muzzle brake and muzzle boost lod componenant. the lods were switching way too quickly when close up - disgustingly fast. now fixed and more consistent with weapon lod distances.
3 Days Ago
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
3 Days Ago
fixed jungle primitive loot box gibs not using the proper material upon destroy
3 Days Ago
fixed gibs for the crate_basic and its gib colliders.
3 Days Ago
re-exported crate_basic so the scale is zeroed out
3 Days Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
3 Days Ago
removed unnecessary prefab
3 Days Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
3 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
6 Days Ago
improvements to the muzzle attachment setup unified origin point for these attachements to be at their base - makes placement much easier used prototype 17 as an example and updated its muzzle attachment positions
6 Days Ago
merge from main
6 Days Ago
fixed large planter gibs spawning upside down
6 Days Ago
improved first person and specifcally 3rd person muzzle brake positioning for the following: sks, thompson, sar, pistol revolver, space lr300, pump shotgun, prototype 17, mp5, m4 shotgun, m249, m16, hmlmg, custom smg and handmade smg
6 Days Ago
optimised LOD0 of the burlap sack, much cheaper than before.
6 Days Ago
fixed spelling mistake on shipping container decal
6 Days Ago
rug culling distance now matches bear rug
7 Days Ago
diver torch shared the default torches 3p torch sound events for ignite and extinguish, even though the sounds definitions exist they're never used in for the diver torch in 3p. now it uses the proper sfx. added two sound fields to torchweapon script to allow the usage of the sound definitions.
7 Days Ago
fixed industrial torch 3p sfx not playing now it does
7 Days Ago
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
7 Days Ago
fixed torch ignite and extinguish sounds in third person
7 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
7 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.