🆕 New Content & Assets
Character Overhaul: Implemented a massive character customization system including male and female meshes across various ethnicities (Asian, African, Caucasian). Added a wide range of wearables: gas masks, welding helmets, NVGs, tactical belts, and military uniforms.
Environmental Props: Added new industrial and urban assets like a pseudo-Duga radar site, tall Asian gates, arcade machines, vending machines, and train cars.
World Expansion: Introduced the Nuclear Power Plant modular layout, air filter columns, and several new propaganda and decorative props (statues, washing machines, bicycles).
🌍 World Building & Visuals
City Consolidation: Cut several low-priority areas (Old Town, Corporate Plaza, Museum) to focus density and scope within the main city hub.
Atmospheric Polish: Migrated key materials to BetterLit, increased Soviet-style textures to 8k, and added grittier details like junk piles and wreckage at fuel stations.
Level Design: Added utility pole paths every 50m, fixed dozens of floating props, and improved ground-level navigation by adjusting doorway heights and collider accuracy.
⚙️ Systems & Mechanics
Character Systems: Reworked the outfit category and file structure; implemented character randomization for military NPCs and added gender-saving functionality.
Cinematics & UI: Rebuilt the character creation camera system using Cinemachine with category-specific zoom pivots. Added a day/time display to the inventory screen.
Tutorials & UX: Added in-game movement and flashlight tutorials. Refined keybindings (Flashlight to L, Log to H) to resolve conflicts.
Technical Migration: Upgraded the project to Unity 6.3 and fully integrated the New Input System.
🐞 Fixes, Optimization & Cleanup
The Great Purge: Deleted over 3,000 files by removing the Obi physics system, unused HDRP assets, and deprecated modular architecture to drastically reduce project bloat.
Performance: Reduced physics solve iterations (3 to 2), decreased MSAA/render scale, and enabled GPU Instancing to improve frame rates.
Scaling Pass: Resized dozens of assets (beds, barrels, bus stops, enemies) to more realistic metric scales.
Workflow: Added developer cheats (Godmode, Infinite Ammo) and editor tools like "Snap to Terrain" (Ctrl + T) to speed up level design.
