BONELAB
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Latest version
1.8.1
Last Updated
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215KB
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Changelog

1.8.1

  • Polished broken surfaces so they no longer look low-poly:
    • Removed the regular pyramid pattern inside craters. Cross-sections now have natural, irregular relief with ridges where fractured faces meet.
    • Textures inside craters no longer stretch into streaks. Each face is projected along its own direction.
    • Only real edges (over 45 degrees) are shaded sharp. Everything else is smooth.
    • The bright jagged band around hole rims is gone. The rim lip now faces sideways, is lit like a broken edge, and continues the wall texture.
    • Chipped flakes around rims have rounded, irregular outlines instead of square steps.
  • Exposed rebar is now matte, dark rust instead of looking like shiny glass tubes.
  • Damage amounts, collision and performance are unchanged.

1.8.0

  • Breaks now look rough instead of round and smooth:
    • Material breaks off in angular chunks, so crater outlines are jagged instead of circular.
    • Brittle materials blow out wider at the surface, in a cone shape.
    • Crater rims are chipped, with shallow flakes missing around the edge.
    • Exposed cross-sections have fine relief and sharp fractured edges.
  • Each material breaks its own way:
    • concrete: medium chunks
    • rock: large, coarse chunks
    • brick: flat, horizontal pieces
    • plaster: thin, wide flakes
    • wood: long splits along the grain
  • Collision stays smooth, so props don't snag on the rough surface.

1.7.0

  • Big stutter fix. Damaged surfaces are now subdivided only near the damage instead of across the whole 1.6 m chunk. Rebuilding a damaged wall section went from about 230 ms to about 3 ms in testing, with no gaps.
  • Collision meshes for damaged areas are much lighter, so physics cooking is faster.
  • Fixed glass is skipped entirely, so hitting a window no longer damages the wall next to it.
  • The profiler now logs single-frame spikes, plus the maximum frame time and spike count.

1.6.2

  • Thick walls can now be dug all the way through. Hits past the middle of a wall were wrongly rejected as "not map geometry".
  • Digging deeper no longer slows down. The bottom of a hole now breaks like a fresh surface.
  • Deep hits now produce chips, debris and sound in proportion to what they remove.

1.6.1

  • Fixed grabbable doors getting stuck. Objects on joints or with grips are no longer treated as map geometry.
  • Fixed see-through holes and parts falling off machines. Fixed glass was being carved away meters at a time.
  • Crack decals are now off by default. Turning them off clears the existing ones.
  • Performance:
    • Light scraping contacts are pooled into one impact.
    • Impacts at the same spot are merged.
    • Collision mesh updates are batched.
    • Physics cooking is faster.
    • Only chunks that actually changed are rebuilt.
    • Small debris no longer casts shadows.
    • Debug logging is turned off once.
  • Added a built-in profiler. When the game runs slow it logs where the mod spends its time, and the menu status shows the mod's time per frame.

1.6.0

  • Reorganized the BoneMenu into Presets, Destruction, Effects and Advanced pages.
  • Added a live status line and a menu logo.
  • Repair Level now asks for confirmation first.
  • Added presets: Realistic, Arcade, Performance and Ultra. Values in the menu update right away.
  • Added automatic performance scaling. When frame time stays above about 13.9 ms, debris, dust and physics chunks scale down to 60% and then 35%. They recover when frames are fast again, and slow motion is ignored.
  • Added controller haptics on breaks.
  • Added in-game notifications for:
    • level ready
    • first-run indexing progress
    • presets
    • repairs
    • safety shutdowns
    • LabFusion servers
  • Verified against BoneLib 3.2.2.

1.5.0

  • Added flying chips that settle as rubble and drop again when the floor beneath them breaks.
  • Added material-tinted dust and metal sparks.
  • Added spreading cracks that grow with repeated hits.
  • Added exposed rebar inside deep concrete damage.
  • Physics debris that comes to rest now stays as rubble.

1.4.1

  • Fixed wrong texture scale and placement on some surfaces. Simplified fallback visuals are now off by default.
  • Terrain and very large meshes can break. They are prepared in the background so the game doesn't stutter.
  • Added support for LZMA-compressed asset bundles.

1.4.0

  • Locked meshes are now read from the game's asset files, so they break with their original look.
  • Already damaged spots, including deep craters, can be hit again.

1.3.2

  • Fixed a crash when reading locked meshes from GPU memory. That path is now off by default.
  • Added a guard that turns a risky feature off automatically if the game closes during it.

1.3.1

  • Complex objects without readable meshes are left intact instead of breaking with a blocky look.
  • Their colliders are protected, so there are no invisible holes.

1.3.0

  • Small objects (poles, trees, signs, thin columns) topple when cut through.
  • Improved fallback visuals.

1.2.0

  • Added fallbacks for surfaces whose meshes can't be read directly.
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