Mod Realism (WIP) version 04.04.2026 for Teardown 2.0.0
- Impulse-based destruction with the updated v2 physics model: bodies are tracked. Effective impulse scales depending on the structure size (small shards and huge pieces behave more realistically).
- Material realism (0–100): strength is defined per surface; angular damage scales with the material, so tougher materials resist spin-up better.
- Material hardness is taken into account: softer materials accumulate sub-critical stress faster, while stronger materials distribute and release load differently.
- Per-material hole scaling (sliders: soft / medium / hard; setting soft to 0 disables damage for soft materials).
- Structural support bonus when the joint-to-static option is enabled.
- When choosing between explosion and break, the stronger check is used.
- Debris and dust with material-aware particles; added effects for concrete, rubber, and grass.
- Post-break impulses are softly capped relative to the effective threshold to prevent unrealistic launches with extreme masses.
- Compatibility: leave_me_alone, jointed static bodies, player vehicle scope.
- Pause: realism can be turned on or off.
- Workload is distributed through coroutines for better performance.
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