Destructible maps for BONELAB. Walls, floors and terrain dent, crack and break with their original textures, exposed rebar, rubble, dust and the game's own sounds. Voxel-based and VR-friendly.
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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