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1,671 Commits over 4,414 Days - 0.02cph!

39 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
40 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
40 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
40 Days Ago
merge from flamethrower flame offset fix
40 Days Ago
fixed flamethrower 3p flame offset
40 Days Ago
40 Days Ago
adjusted minifridge.deployed prefab gibbable settings
40 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.
40 Days Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
40 Days Ago
include ao
40 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
40 Days Ago
merge salvaged hammer refresh
40 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
40 Days Ago
fixed 3p being offset from players hand
40 Days Ago
merge from main
40 Days Ago
merge from main
40 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
40 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.
41 Days 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
41 Days Ago
fixed jungle primitive loot box gibs not using the proper material upon destroy
41 Days Ago
fixed gibs for the crate_basic and its gib colliders.
41 Days Ago
re-exported crate_basic so the scale is zeroed out
41 Days Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
41 Days Ago
removed unnecessary prefab
41 Days 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.
41 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
44 Days 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
44 Days Ago
merge from main
44 Days Ago
fixed large planter gibs spawning upside down
44 Days 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
44 Days Ago
optimised LOD0 of the burlap sack, much cheaper than before.
44 Days Ago
fixed spelling mistake on shipping container decal
44 Days Ago
rug culling distance now matches bear rug
45 Days 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.
45 Days Ago
fixed industrial torch 3p sfx not playing now it does
45 Days Ago
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
45 Days Ago
fixed torch ignite and extinguish sounds in third person
45 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
45 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
45 Days Ago
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
45 Days Ago
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
45 Days Ago
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
46 Days Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
46 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
46 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
46 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
47 Days Ago
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
47 Days Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
47 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
47 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.