userPilgrimcancel
reporust_rebootcancel

1,217 Commits over 4,383 Days - 0.01cph!

5 Hours Ago
speculative - added a collsiion mesh to sleeping bag to prevent dropped items from passing through it.
6 Hours Ago
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.
6 Hours Ago
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
Today
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
Today
frankenstein table now has gibs - it was setup to have them but there was no gib mesh. now breaks apart as expected.
Today
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.
Today
merge from main
Today
merge from gib fixes
Yesterday
merge from world models 2026 car radio world model jungle ar world model optimisation ice ak world model optimisation chainsaw world model optimisation
Yesterday
car radio now has a proper world model LOD 0 cheaper than burlap sack
Yesterday
fix to high external wall and gate collision mesh
Yesterday
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
Yesterday
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
Yesterday
forgot the mesh
Yesterday
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
Yesterday
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
Yesterday
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
2 Days Ago
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
2 Days Ago
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.
2 Days Ago
fixed small shark .worldmodel weird setup
2 Days Ago
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.
2 Days Ago
fixed muzzle flash fx slight incorrect position on the muzzle brake
2 Days Ago
merge from attchement_lod_fixes
2 Days Ago
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
2 Days Ago
fixed both corn and salvaged hammer having double lod renderers on their world model
2 Days Ago
update to propane tank .worldmodel fix for random disappearing act in the lods
3 Days Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
3 Days Ago
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.
3 Days Ago
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.
3 Days Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
4 Days Ago
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
4 Days Ago
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%).
4 Days Ago
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
4 Days Ago
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
4 Days Ago
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
4 Days Ago
merge from flamethrower flame offset fix
4 Days Ago
fixed flamethrower 3p flame offset
5 Days Ago
5 Days Ago
adjusted minifridge.deployed prefab gibbable settings
5 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.
5 Days Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
5 Days Ago
include ao
5 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
5 Days Ago
merge salvaged hammer refresh
5 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
5 Days Ago
fixed 3p being offset from players hand
5 Days Ago
merge from main
5 Days Ago
merge from main
5 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
5 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.