MapDestruction
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.
By hell_yeah
CHANGELOG
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.