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XuXiaolan-ReXuvination-1.0.0 icon

ReXuvination

Mod that currently completely optimises collision performance in the game.

Date uploaded 4 days ago
Version 1.0.0
Download link XuXiaolan-ReXuvination-1.0.0.zip
Downloads 2019
Dependency string XuXiaolan-ReXuvination-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

ReXuvination

ReXuvination is a performance mod. If you're interested in helping with the development of the mod, feel free to reach out to xuxiaolan on the Lethal Modding Discord!

Current Features

  • [BENCHMARKED] Optimises EnemyAICollisionDetect colliders.
    • Currently reduces calls to EnemyAICollisionDetect.OnTriggerStay by about half.
    • Tested with spawning 200 enemies and seeing how many calls to EnemyAICollisionDetect.OnTriggerStay are done, without the optimisation the calls averaged between 1200 and 2400, but with the optimisation it averaged around 600 and 1300 instead.
    • The optimisation will be more effective depending on the enemies on the map, but in certain cases now the calls are reduced to almost none.
  • [NOT BENCHMARKED (BUT SHOULD STILL BE HELPFUL)] Optimises PlayerPhysicsRegions, BridgeTrigger, DoorLock, QuicksandTrigger, SandSpiderWebTrap, BridgeTriggerType2 (that's the second adamance bridge), CompanyMonsterCollisionDetect, GrabbableObjectPhysicsTrigger, InteractTrigger, KillLocalPlayer, Landmine, OutOfBoundsTrigger, TerrainObstacleTrigger and ToggleFogTrigger colliders.

Upcoming Features

  • Might look into optimising animators a bit.

Credits

  • Preloader help and template: mattymatty
  • Icon: Mr. Salted Beef

CHANGELOG

v1.0.0

  • Optimised all I could with every base game collision type, added optimisation patches for the following:
    • BridgeTriggerType2
    • GrabbableObjectPhysicsTrigger
    • InteractTrigger
    • KillLocalPlayer
    • Landmine
    • OutOfBoundsTrigger
    • TerrainObstacleTrigger
    • ToggleFogTrigger
    • CompanyMonsterCollisionDetect.

v0.4.0

  • Optimised EnemyAICollisionDetect even further by making it so that enemies that don't typically collide with other enemies don't send eachother callbacks unless there actually is an interaction.
  • i.e. a bunch of hoarding bugs next to eachother won't be spamming eachother unnecessary collision callbacks because they can't collide with eachother anymore.

v0.3.1

  • Fixed mod not being properly clientside thanks to ButteryStancakes.

v0.3.0

  • Added optimisation patches for SandSpiderWebTrap, QuicksandTrigger, DoorLock and BridgeTrigger.

v0.2.0

  • Added the optimisation patch for PlayerPhysicsRegions.

v0.1.1

  • I forgor to do the thing.

v0.1.0

  • Fixed another oopsie with potentially hazards and vehicle interactions with enemies.

v0.0.4

  • New Icon.
  • Fixed an oopsie that caused enemies to be unable to open doors.

v0.0.3

  • Added null check to enemy prefab.

v0.0.2

  • Fixed README being stupid with markdown smh.
  • Added a blacklist config incase an enemy was being special with it's colliders that are next to EnemyAICollisionDetect components.

v0.0.1

  • Initial Release