1,196 Commits over 4,383 Days - 0.01cph!
fixed muzzle flash fx slight incorrect position on the muzzle brake
merge from attchement_lod_fixes
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
fixed both corn and salvaged hammer having double lod renderers on their world model
update to propane tank .worldmodel
fix for random disappearing act in the lods
legacy furnace COL 350 triangles -> 240
well within the convex mesh collider threshold (255)
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.
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.
updated wooden loot crate gibs
reduced gib quantity from 90 -> 22
updated wooden loot crate prefab gib settings
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
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%).
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
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
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
merge from flamethrower flame offset fix
fixed flamethrower 3p flame offset
adjusted minifridge.deployed prefab gibbable settings
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.
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
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
merge salvaged hammer refresh
optimised salvaged hammer textures
ao from 2k -> 512
renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
fixed 3p being offset from players hand
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
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.
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
fixed jungle primitive loot box gibs not using the proper material upon destroy
fixed gibs for the crate_basic and its gib colliders.
re-exported crate_basic so the scale is zeroed out
ordered f1 menu category buttons alphabetically
Sort by the translated button label instead, so the list reads A-Z
removed unnecessary prefab
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.
fixed muzzle brake flash offset after 3p position corrections for:
SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun
now matches assault rifle position
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
fixed large planter gibs spawning upside down
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
optimised LOD0 of the burlap sack, much cheaper than before.
fixed spelling mistake on shipping container decal
rug culling distance now matches bear rug
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.
fixed industrial torch 3p sfx not playing
now it does
fixed the launch site silos having innacurate collsion mesh.
now much more accurate to the shape of the silo
fixed torch ignite and extinguish sounds in third person
firecracker now uses the proper world model instead of the flare model
updated .item to properly reference the new .worldmodel prefab.
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.