LoadstoneUnstableBeta
Unstable Beta version of Loadstone. !!EXPECT OCCASIONAL BREAKAGES!!
CHANGELOG
v0.1.19
- Renamed Nightly to Unstable Beta
- This should help clear up a common point of confusion
- The
IsNightly()
function added previously will not be renamed - This renaming will result in a new config being created. I recommend copying old config values over and deleting the old config after
- Updated Unstable Beta's Icon and Description
- Removed LCSoundTool dependency for Loading Sounds
- Waiting sounds will now use the vanilla ElevatorJingle sound instead
- Mods which previously modified Loadstone's loading sound will still work
- Mods which modify the elevator jingle sound may cause issues
- Added a config option to loop the loading audio. Defaults to true
- Reorganized project structure
v0.1.18
- Revert v0.1.15
- Instead, mods should use
Loadstone.IsNightly()
to check whether the nightly or main version is in use
- Instead, mods should use
v0.1.17
- Added a new event system to the dungen optimizations
- This will allow mods which modify dungen's generation algorithm to notify Loadstone of the tileset changes made
- This feature will improve compatibility with ScarletDevilMansion, and may be used by other mods later on as well
v0.1.16
- Fixed loading music only being heard by the host
- Thanks to @zetaarcade for reporting this issue
- Fixed an error in the Dungen Optimizations which would cause errors with certain interiors
- Thanks to @tolian for reporting this issue
v0.1.15
- Gave Nightly a different GUID
v0.1.14
- Fixed an issue where an invalid tag cache would cause no return value, resulting in undefined behaviour
- Possible fix for #19
v0.1.13
- Improved tag caching invalidation
- Updated tag cache miss message and reduced its severity
- Reduced the log severity of conflict detections to Warning
v0.1.12
- Ported many new features from v0.1.8-v0.1.12 to the main branch
- Improvements to the internal codebase
- Improvements to the DunGenOptimizations module
- Reduced unnecessary indexing for tag caching
- Added performance report logging
- This feature is off by default
- Made performance stats module toggleable
v0.1.11
- Fixed a Null Reference Exception with the new performance stats module
v0.1.10
- Fixed an Incompatibility with HarmonyXTranspilerFix
v0.1.9
- Modified how logging is done internally to improve consistency
- Added a slight optimization to tag caching
- Added performance report logging
- This will be output into the bepinex log file. If you're having performance issues, please send the performance report data, or the log as a whole to help me learn where the issues are coming from
v0.1.8
- Fixed Nightly using the wrong audio file path
v0.1.7
- Fixed the issues from v0.1.5. The dungeon should now generate identically between modded and unmodded clients
- Updated main to v0.1.7
v0.1.6
- Downgraded main branch to 0.0.9 due to unexpected issues
v0.1.5
- Ported many features from nightly to main!
- Code reorganization
- Introduces modules internally, which reflects newly added toggles to disable modules if needed
- Improved Navmesh Async Generation
- The dungeon itself will now generate its navmesh asynchronously
- Removed inefficient object searches from LC's code
- Added the DunGen optimization module, which contains new optimizations to improve DunGen's performance
- Code reorganization
- Nightly only features
- Object pooling still remains nightly only due to a number of bugs
- Improved DunGen Optimization Module compatibility
- Should fix issues with SDM and other modded interiors
- Waiting music will now load as soon as you join a ship, rather than during level generation, so as to be less intrusive
v0.1.4
- The Dungeon Realization module now works with Object Pooling
- Dungeon Realization now applies the Object Pooling patches to itself if it detects Object Pooling is enabled
v0.1.3
- Added the DunGen Optimizations module
- Improves particularly slow parts of DunGen's level generation algorithm. This module will be getting more updates and improvements in the future
- Updated Object Pooling
- Object Pooling is still experimental due to compatibility issues with other mods
- Object Pooling has received improvements to which objects it is able to pool
- Most tiles can now be pooled properly without issues
- Previously, tiles would be deleted due to DunGen regenerating the level from scratch when an error occurred
- Now, DunGen will properly release tiles when regenerating the level, substantially increasing performance
- Object Pooling has been updated to work better with NetworkObjects
v0.1.2
- Added experimental object pooling
- Currently expected to be quite buggy, and so is off by default
- Has potential to greatly improve load times, but may also increase ram usage slightly, especially with many modded interiors
- Changed how async dungeon loading works to hopefully improve load times by default for slower PCs
v0.1.1
- Fixed nightly branch using the wrong audio clip name
- Improved navmesh async generation
- The dungeon will now be generated asynchronously, as opposed to just the surface
- Updated the logger names for nightly
- Patched out some inefficient and unnecessary object searches
v0.1.0
- Heavy internal code reorganization
- This will make adding and modifying features much easier in the future
- Module toggles
- Every feature is now a self contained module that can be turned on and off with its own config option
- Module toggles currently will not work properly without a game restart
- First nightly build of Loadstone released
- Nightly builds can be found on thunderstore at https://thunderstore.io/c/lethal-company/p/AdiBTW/LoadstoneNightly/
v0.0.9
- Improvements to async navmesh generation
- The game should now properly distribute navmesh generation over multiple frames
- Removed Async Gen Wait Time and Post-Load Start Delay
- These two options didn't significantly improve performance, and caused issues in certain edge cases, resulting in partially loaded moons without functional entrances or lighting
v0.0.8
- Removed unsorted search patches
- These patches didn't cover nearly every case in the game, and the overall performance impact is small enough to be disregarded for this mod, in favor of better compatibility with other mods and future updates
- Added seed pop-up config
v0.0.7
- Added the random seed pop-up as an on-screen overlay
v0.0.6
- Converted the audio file from wav to ogg to save on file space. Fixes #4
v0.0.5
- Implemented a conflict detection system to warn of potential mod conflicts
v0.0.4
- Implemented optional loading music via LCSoundTool
- To enable the loading music, you'll need to install LCSoundTool and enable it in the config
- If you wish to override the loaing music, you can use CustomSounds and override "LoadstoneLoading" with whatever you wish to replace it with
v0.0.3
- Changed the default value of Async Gen Wait Time to be 30ms instead of 100ms
- Testing has shown that this has negligible impact on loading times, but should increase smoothness during loading dramatically
- Fixed config naming
- The old config should be ported automatically, and will automatically apply the above wait-time change if the previous default of 100ms is detected
- Changed the package description
- More README modifications
v0.0.2
- Fixed some mistakes in the README
- Added more verbose debugging during patching
- Fixed #1, where a partial failure of one patch was occurring when using the automatic HarmonyX backend
v0.0.1
- Fixed README formatting