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CullFactory
Stops rendering faraway factory rooms - Helps with performance.
Date uploaded | 9 months ago |
Version | 0.7.1 |
Download link | fumiko-CullFactory-0.7.1.zip |
Downloads | 12232 |
Dependency string | fumiko-CullFactory-0.7.1 |
This mod requires the following mods to function
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
1.4.3
Fixed
- Culling issues on UT99 CIDOM Metro, which will now use the fallback portals by default
1.4.2
Fixed
- Items being invisible when the player holds them while wearing a model replacement via ModelReplacementAPI
1.4.1
Fixed
- Items being initially invisible until their visibility changes
1.4.0
Added
- An API to allow disabling culling per-camera via a CameraCullingOptions component
Fixed
- An issue where some items would be visible off-screen after spawning
1.3.15
Fixed
- Item interactions being permanently broken on 1.3.14
1.3.14
Fixed
- Items being invisible after being removed from the Capsule Hoi-Poi item in the AddonFusion mod
1.3.13
Fixed
- An issue where items that are held by a non-player non-enemy could be invisible after teleporting
1.3.12
Fixed
- Errors that would spam in the console if an item was destroyed while it needed to be checked for changes
1.3.11
Fixed
- Items being invisible for some clients after another client teleported in/out of the interior and dropped them
1.3.10
Fixed
- The apparatus and other forcibly-spawned items in interiors being invisible
1.3.9
Fixed
- Items being invisible when dropped from a belt bag inside the interior
1.3.8
Fixed
- An error preventing LAN players to join games
1.3.7
Changed
- Reduced the size of the mod by removing the Burst assembly's pdb and all referenced packages within it except for the Unity.Burst plugin
Fixed
- Burst assembly code being unused due to applying the patch to ignore failure to resolve Burst-compiled methods too early
1.3.6
Fixed
- Breakage of LethalCompanyVR due to missing Burst-compiled methods, these errors will now be silently ignored with functionality unaffected
1.3.5
Fixed
- Culling never activating alongside some unidentified mod(s) due to a BepInEx bug
1.3.4
Fixed
- Non-functional null checks causing errors when loading some levels
1.3.3
Fixed
- A NullReferenceException that would occur on the Mental Hospital interior due to lights lacking HDRP properties
1.3.2
Fixed
- The interior disappearing in the mineshaft's entry tile when standing near the "normal" entrance position
1.3.1
Fixed
- Light culling issues in the vanilla mineshaft's entry tile
- The disappearing world in Scoopy's entry tile, theoretically this should be prevented in most cases where the generation is logical
1.3.0
Added
- An option (
Disable LOD culling
) to prevent LOD in interior objects from causing them to disappear visibly - Calculation of influence of spot lights to reduce the visible geometry further
Changed
Disable shadow distance fading
will now only disable shadow fading for a light using a heuristic to avoid performance degradation- Culling is enabled by default on Grand Armory again, as performance is no longer regressed thanks to the above change
Fixed
- Disabling distance culling after loading a level with it enabled would cause the far plane to reset to the configured interior far plane distance
1.2.3
Fixed
- Items being invisible in the entry tile of the new interior
1.2.2
Fixed
- Packages built into the Burst assembly will now use the versions packaged with Lethal Company to avoid tricky bugs
1.2.1
Fixed
- Culling issue in the entry tile of the new interior in v60
- Crash when joining a LAN host
1.2.0
Added
- A Burst-compiled assembly which will contain optimized algorithms to be used for culling
- An optimization to prevent some work from being done when culled tiles don't change
Fixed
- A freeze that could occur on any interior, but most commonly the Grand Armory interior
1.1.5
Fixed
- Freezes on the Grand Armory interior due to an issue in Unity, it will be blacklisted until further notice
1.1.4
Changed
- Removed the Grand Armory interior from the blacklist, culling issues have been fixed
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)