1,636 Commits over 3,195 Days - 0.02cph!
a lot more weapons charm setup
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
set up salvaged axe skinnable and tested on workshop
homing missile launcher, hmlmg, handmade smg, hcr, hunting bow, ice assault rifle, krieg shotgun, l96
set up steam item on bunny costume, and set steam ids on bunny costume, rustige egg amethyst, and wallpapers
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
set crypt building skin to correct use stone
corpse prefab pickup correct item prefabs references
more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
updated charms ids and updated skins list
updated steam id on crypt building skin
updated item definition on bunny suit
merge from the deployguide box fix branch
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
tidied up charms folde a little, added new sequential steam ids
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
set conditional models of storage boxes mesh cull to 20 from 50
final 2 individual square steam images on storage_boxes_pack sitem
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
made new prefab guides for explosives and comps so they have glass in the guide, and hooked up lod0s for guns, metal, scrap and stone instead of lod1 for guidemeshes
updated engine.json description for storage box pack
renamed to storage_box_pack dlc
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
turned of SRGB on a number of box textures, mostly metal/rough
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials