![fumiko-CullFactory-1.2.0 icon](https://gcdn.thunderstore.io/live/repository/icons/fumiko-CullFactory-1.2.0.png.128x128_q95.png)
CullFactory
Stops rendering interior rooms that aren't visible - Helps with performance without affecting visuals.
Date uploaded | a month ago |
Version | 1.2.0 |
Download link | fumiko-CullFactory-1.2.0.zip |
Downloads | 62222 |
Dependency string | fumiko-CullFactory-1.2.0 |
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 and experiment with different options!
Overview
- Stops objects that are not visible, or are too far from the camera, from being rendered.
- Interior rooms, items, and lights will be culled.
- The default settings are designed to allow zero visual artifacts or popping.
- Compatible with any mods that add cameras.
Culling Methods
Portal Occlusion Culling
The default culling method, this is intended to hide all objects that are not visible to a camera without affecting visuals. It does so by recursively checking which other tiles are visible to the camera through doorways and connecting pathways between tiles in the interior.
Note for developers: The Doorway.Socket.Size
field is used to determine the bounds of every doorway in the interior. If the size does not encompass the entirety of the possible visible portions of the next tile, then neighboring tiles will pop out of visibility when they shouldn't.
Depth Culling
This is a more naive method that will make tiles visible that are separated from the camera by a certain number of tiles. It may result in hallways becoming invisible in view of the camera.
CHANGELOG
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)