Since i haven't added any news lately i figured ill add this. I've remade material gathering system, it is less flexible, but makes maping more easy, what is more it saves up FPS!
Old system used dynamic props and allowed to identify material by model, but adding alot of dynamic props to map makes it expensive on frames per second, therefore a new i've made a new way with static entities.
Static entities barely cost any performance, alot of static entities can be added to map without visible resource problems, but there was a problem, static props after map is compiled do not exist, therefore i've made a new way.
Now instead of model checking it checks it has bone mesh, and what material it is made of, this also allowed resource gathering from displacements, mining rocks from displacements to be more exact.
This way is not so efficient in flexibility side, but it is more efficient in fps side, and if mapper doesn't break the rules it is unnoticable in gameplay.
P.S. Lost old preview image, so made a new one, but this one is lower quality...