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1,271 Commits over 4,383 Days - 0.01cph!

6 Hours Ago
slightly improved the quality of the vending machine texture & improved the cable faceting. Re-implemented the internal shadow box to fake the interior depth but this time merged it to the vending machine geometry, reducing a draw, and also allows me to change the culling mode on the vending machine material from 'off' to 'Back'. This means that the Vending machine no longer renders every triangle twice. This would have also affected the gibs too that inherit the same material.
Today
some additonal settings to carry over
Today
chinook locked crate optimisation crates + cage combined into one mesh with a single MeshLOD (1/5/15/25, cull 150) chainlink merged into one mesh renderers 16 > 9 LOD components 11 > 4 objects 48 > 40 draw calls 10 > 4 up close, 3 past 20m fence tris 1,000 > 10 tris at 25m 4,064 > 1,032
Today
ocean wreck buoys - combined the seaweed and mussels on all three renderers 128 > 23 across the three LOD components 115 > 8 gameobjects 153 > 48 prefabs 482kb > 124kb
Today
folding wicker beds B C D E - combined into one mesh each frame, fabric and pillow all share Folding_Wicker_Bed_A, so each bed combines into one mesh per LOD band with a single MeshLOD - every bed is one object now renderers 10 > 4 across the four LOD components 10 > 4 gameobjects 10 > 4 prefabs 44kb > 26kb tris at 18m 23,336 > 6,200 last lod under the vert cap on all four so they batch
Today
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
Today
cherry picking from wooden box storage optimsation
Today
cherry pick from bed optimisations
Today
cherry pick from large wooden box
Today
cherry pick from mixtable prt2
Today
chery picking from mixing table optimsations
Today
cherry picking from small stash improvements
Today
cherry picking from gutter opts
Today
cherry picking from binbag_pile and card table optimisations
Yesterday
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
Yesterday
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
Yesterday
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
Yesterday
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
Yesterday
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
Yesterday
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
2 Days Ago
three more asset optimsations that were over the vertex cap AshtrayB1_LOD0 1028 > 983 verts matrix_display_tools_LOD1 1019 > 998 verts emptybarrel_LOD1 1164 > 876 verts ashtray now batches on its whole chain (LOD0-2) tools display and empty barrel batch from LOD1 down
2 Days Ago
optimised bed - LOD1 now under the batching vertex cap LOD1 998 verts, was over 1000 so it never batched now batches 30 to a draw call in the LOD1 band also fixed lod issue where the fold in the bed cover would disappear on LOD1 and reappear on LOD2
2 Days Ago
optimised large wooden box LOD0 999 verts, was over 1000 previously so it never batched at close range it can now batch around 30 to a draw call inside the 0-10m LOD0 band tris LOD0 1,552 > 1,346, LOD1 474 > 366, LOD2 100 > 84
2 Days Ago
Mixing table LOD optimisation Merged Glass01-08 + Water into the Table_LOD0/1/2 glass submesh draw calls 10 > 2, FBX meshes 12 > 3, LOD components 10 > 1 much more simplified. also fixed opacity on the water in the bucket being completely transparent for years
2 Days Ago
optimisations to the mixing table - need to figure one thing out first
3 Days Ago
attempt to optimise the three planters. noticed that they have 3 materials on last lod so baked small, large and triangle last LOD down to one 512 albedo and one material soil now culls at 40m and hands off to the bake also fixed 12 monument/static prefabs still on the pre-bake material arrays -will need checking over lod2 draw calls 3 -> 1 per planter https://files.facepunch.com/pilgrim/2026/August/26_17-21-OilyUrson.mp4
3 Days Ago
made windmill_main and lift_shaft_top gibs ReadWrite enabled
3 Days Ago
removed mesh collider from HAB armour frame and replaced with box colliders so it can work properly
3 Days Ago
merge from texture optimisations
3 Days Ago
merge from gibs_fix
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
ao rreduction & optimisation pass on some structure assets they were shipping 2k ao textures, now resized but visually no difference. 11 ao maps touched, 9 were shipping at 2k vram 25.3MB -> 2.2MB
3 Days Ago
some more tweaks to textures that don't need to ship 2k vram 12.0MB -> 1.0MB
3 Days Ago
texture reduction pass - deployable, tools, food, component items: 71 textures touched, 38 resolutions brought down an apple had a 2k ao map at runtime vram 55.1MB -> 9.5MB
3 Days Ago
modular car wheel fix left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals cleared the leftover rotations on the wheels https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
4 Days Ago
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
4 Days Ago
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
4 Days Ago
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
4 Days Ago
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
4 Days Ago
tuna and bean cans now drop open empty cans when eaten instead of unopened versions empty version are lower in triangle count for LOD0 than the previous world models https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4
4 Days Ago
merge from main
4 Days Ago
heavy fuse now has a world model updated .item to properly reference it instead of using the burlap sack
4 Days Ago
dead log resource gib meshes and setup isn't currently supported as nothing in the resource family gibs
4 Days Ago
merge from main
4 Days Ago
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
5 Days Ago
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
5 Days Ago
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
5 Days Ago
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
5 Days Ago
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.