295 Commits over 4,414 Days - 0.00cph!
merge from hab_armor_LOD_fix
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
fixed efficiency upgrade coming in way too big.
last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
fix to recycle and efficiency worldmodel upgrades for missing faces
merge from advanced_wooden_crate_gib_fix
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
made windmill_main and lift_shaft_top gibs ReadWrite enabled
merge from texture optimisations
heavy fuse now has a world model
updated .item to properly reference it instead of using the burlap sack
merge from world models 2026
car radio world model
jungle ar world model optimisation
ice ak world model optimisation
chainsaw world model optimisation
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
added and setup dedicated worldmodels for fire and bone arrow
reducing highlight draws
fixed small shark .worldmodel weird setup
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
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
merge from flamethrower flame offset fix
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.
merge salvaged hammer refresh
fixed muzzle brake flash offset after 3p position corrections for:
SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun
now matches assault rifle position
single shot gun trap world model + lods
hooked up to .item
cactus 2 and 3 now use the same collider material as the rest of the variants. No longer metallic hit impact sounds
fixed interior bus typo. No longer says EMMERGENCY. Now says EMERGENCY. very urgent fix.
fixed cables on powerlines poles with a new dangling position.
the old once took the steps into consideration. No longer feasible by default.
further adjusted lod distances so tht the crates exist whilst the satellite remains exist. much more closely matching matching the lods of the satellite remains lods.
adjusted satellite crate lod transition distances so they dont cull too quickly
added satellite icon for death screen
hooked up to .entity prefab information script
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
on the right branch this time
reduced texture sizes of minifridge textures
changed texture import settings to reduce emissive bleeding
updated spoiled produce fbx to sit level, preventing the appearing of clipping through the floor
reinstated material properties that we're lost. no longer needs alpha, now also uses fuzz layer for extra moldy fuzziness
updated spoiled produce model to include mesh backface to prevent any exploits.
updated material
updated prefab to use LODGroup instead of MeshLOD so model outline script is compatible/working
fixed spoiled produce.mat not correctly setting rendering mode to Cutour
added new spoiled produce model, lods and textures
updated prefab
fixed hammer tool texture after many, many years.
no longer has nasty streak going down the side
added ao texture and fixed specular texture
seismic detector model, materials and lods with basic prefab setup
added new pipe tool texture atlas variant for more variety
fixed flickering mesh in fbx for the wall rack
ptz missing face fix
will need some adjusting to preserve current deployment behaviour