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CullFactory
Stops rendering faraway factory rooms - Helps with performance.
Date uploaded | 5 months ago |
Version | 0.3.0 |
Download link | fumiko-CullFactory-0.3.0.zip |
Downloads | 2844 |
Dependency string | fumiko-CullFactory-0.3.0 |
This mod requires the following mods to function
![BepInEx-BepInExPack-5.4.2100 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack-5.4.2100.png.64x64_q95.png)
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Note: Performance gains may vary between devices. Feel free to give it a try!
Overview
- Stops faraway objects from being rendered
- Works with monitors
CHANGELOG
1.1.3
Fixed
- Imperium's night vision not being visible on the player camera
1.1.2
Fixed
- Added Wesley's upcoming interior to the blacklist, as issues are anticipated at release
1.1.1
Fixed
- The render distance (camera far plane) being set based on where the player previously was when teleporting
1.1.0 (requires v50)
Added
- Tracking of items held by enemies that can enter and leave the interior
Fixed
- Items becoming invisible if custom moons cause errors while a player enters/leaves the interior
1.0.4
Fixed
- All lights being culled when LethalCompanyVR is active (tentative fix)
1.0.3
Fixed
- Items spawned in the interior through LethalLib remaining invisible permanently, they will now never be culled
1.0.2
Fixed
- Error spam that could occur after exiting to menu, loading into a save again and landing on a moon
1.0.1
Fixed
- The flashlight from Spectate Enemies being invisible when viewing an enemy in the interior
1.0.0
Added
- Visibility culling of items inside the dungeon
- Culling of all items outside the dungeon when inside the dungeon and vice versa
- An option that is enabled by default preventing shadowed lights shining through walls when viewing them from afar (i.e. the Mansion's chandeliers in the entry tile)
Fixed
- Dynamic lights such as flashlights shining through walls
- Faraway shadowed lights on the opposite sides of a walls disappearing and reappearing when moving between tiles
- Puddles in the vanilla Factory interior sometimes disappearing visibly at certain camera angles
- Setting the
[Distance culling] Enabled
option tofalse
in-game would set the far planes incorrectly
0.9.3
Fixed
- Better compatibility with DunGen's automatic tile bounds
0.9.2
Changed
- Use fallback portals on SleepsDungeon "School"
Fixed
- Shadow-casting lights shining through walls when they shouldn't
- Incorrectly inferred room sizes when tile bounds are automatically calculated
0.9.1
Fixed
- Static lights should no longer shine through walls
0.9.0
Changed
- The default/recommended culling frequency is now 0 (Updates every game cycle)
- Light culling is now more accurate
Fixed
- Portal occlusion culling now accurately reads objects' visibility states from the previous frame.
- Errors occurred when using CullFactory should no longer cause the game to freeze
0.8.7
Fixed
- Removed network-synced object spawn tracking (This should allow door codes to function again)
0.8.6
Changed
- Print warning in console when a tile component is removed unexpectedly
Fixed
- Tile being entirely excluded from rendering when only partial objects are problematic
0.8.5
Fixed
- Removed benchmarking behaviour when B is pressed
0.8.4
Fixed
- Camera stops rendering when a renderer or light is removed after level generation
0.8.3
Fixed
- Far plane culling not responding to changed settings during gameplay
0.8.2
Fixed
- Mod not being properly initialized when installed manually
0.8.1
Added
- An option to disable compatibility mode on known problematic interiors
Fixed
- An issue with changing the fallback lists during gameplay
0.8.0
Added
- A compatibility mode for incorrect portals (Enabled by default)
Fixed
- Scoopys Variety Mod's interiors would sometimes appear invisible with portal occlusion culling
- This is fixed by using the compatibility mode mentioned above
- Shadows flickering on Scarlet Devil Mansion with portal occlusion culling
- Depth culling sometimes causing interiors to become entirely invisible
0.7.2
Added
- Options to visualize the portals and tile bounds
Changed
- The render distance option is now opt-in with the
[Distance culling] Enabled
option
Fixed
- The entrance room on Scoopy's Sewer interior would appear invisible at certain angles
- Depth culling sometimes allowing tiles to remain invisible on cameras
- Camera render distance not changing when entering or leaving on clients, or when using the ship teleporters
0.7.1
Fixed
- Various issues due to not fully pulling update commits
0.7.0
Added
- Portal occlusion culling (thanks to Zaggy1024!)
0.6.2
Fixed
- Fallback tile being used when none is available
0.6.1
Removed
- Lights no longer gets removed from volumetric lighting
0.6.0
Added
- Remembers player's last valid position when out of bounds
- Culling for radar boosters
0.5.3
Fixed
- Culling distance options works the other way around
0.5.2
Fixed
- Culling finishes early after the first target
0.5.1
Added
- Control for far plane distance when player is on the surface
- Volumetric lighting is disabled in factories
Changed
- Far plane clips further when player is outside
Fixed
- Culling stops working when any monitored player is outside
0.5.0
Known issues
- Culling also happens when you're outside
Changed
- Distance-based culling now modifies the camera's far plane, allowing parts of a tile to be culled
- Depth-based culling now applies to all players
0.4.1
Added
- Changelog
0.4.0
Changed
- Update frequency now affects all culling methods
- Moved logging option to the general category
Fixed
- Tiles with null doorways halting the culling process
0.3.0
Added
- All meshes will be culled when the factory is not being observed*
*Note: The local player (yourself), and all monitors are all outside the factory.
(Read the full commit history here)