1,217 Commits over 4,383 Days - 0.01cph!
speculative - added a collsiion mesh to sleeping bag to prevent dropped items from passing through it.
re-centered gib parts again
- hot_air_balloon: 67 of 67 parts had their origin outside the piece, now 0
- got rid of a load of self intersections that caused the self intersected faces to be discarded despite unity triangulating on import. It can't triangulate self intersecting faces.
Re-centred gib part origins on 8 deployables
Same problem as the hot air balloon armour last commit - gib part origins weren't central to their mesh, so pieces rotated about a point outside themselves and the physics was inaccurate. Re-exported the gib meshes and re-assigned the collider boxes. should be much more accurate gib physics now.
Also on some gibs, they had parts that were self intersecting and were being discarded. Fixed that.
- HotAirBalloon basket: 43 of 55 parts had their origin outside the piece, now 0
- refinery_b (refinery_large_deployed): 24 of 83, now 0
- windmill_main: 22 of 53, now 0
- box.wooden.large: 19 of 33, now 0
- fireplace: 19 of 53, now 0
- lift_shaft_top (elevator): 18 of 33, now 0 - worst part sat 1183x its own half-extent off centre
- tool_cupboard: 15 of 44, now 0
- cannon: 14 of 24, now 0
- component_box_wood: boxes re-fitted
Fixed gib collider overrides on 7 deployables
Box overrides had drifted from their gib meshes, so colliders didn't match their mesh and clipped through the floor. Some overrides had more whilst others had less gib parts.
- io.table: override list resynced 44 -> 29, boxes re-fitted (29 of 29 boxes were not a fit for their own mesh, now 6)
- HotAirBalloon_armor_T1: gib FBX re-exported, list 52 -> 51 - their origins weren't central to the mesh causing innacurate physics
- sculpture.ice: list extended 30 -> 33; the last 3 parts had been falling back to convex mesh colliders
- mannequin: boxes re-fitted (18 of 18 mismatched, now 0)
- chandelier, component.box.charcoal.large: boxes re-fitted
frankenstein table now has gibs - it was setup to have them but there was no gib mesh.
now breaks apart as expected.
removed ao from gibs on advanced lootbox and primitive lootbox variants.
ao looks great on the static asset but once destroyed the gibs looks nasty when they are in shadow. Now fixed.
merge from world models 2026
car radio world model
jungle ar world model optimisation
ice ak world model optimisation
chainsaw world model optimisation
car radio now has a proper world model
LOD 0 cheaper than burlap sack
fix to high external wall and gate collision mesh
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
dedicated world model for chainsaw
reduced highlight draw from 3->1 and model highlight was actually broken
ice ak world model optimisation
consolidated into one object, one LOD chain
LOD0 tris 13.8k -> 9.5k
highlight draws 5 -> 1
removed dead lod states in sunflower, rose, orchid world models
added and setup dedicated worldmodels for fire and bone arrow
reducing highlight draws
World model LOD fixes - 6 prefabs drawing every LOD at once
MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance.
LOD0 optimisation pass on these too: 47,280 -> 22,675 tris
world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped:
flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Disable tangent import on all collision meshes
All collision meshes were calculating and storing tangents that collision geometry never uses.
Set tangentImportMode to None, removing around 33 MB of mesh data.
Import settings only - no mesh or reference changes.
fixed small shark .worldmodel weird setup
Normalise 257 collision mesh filenames from _col to _COL
Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact.
FBX contents and internal mesh names untouched.
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.