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1,683 Commits over 4,444 Days - 0.02cph!

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