CullFactory Beta
Stops rendering faraway factory rooms - Helps with performance.
CHANGELOG
1.0.0 beta 5
Fixed
- Puddles in the vanilla Factory interior disappearing visibly with certain seeds and camera angles
- Setting the
[Distance culling] Enabled
option tofalse
in-game would set the far planes incorrectly
1.0.0 beta 4
Fixed
- Lights on the ship being disabled after the performance report finishes
1.0.0 beta 3
Added
- An option to prevent shadowed lights shining through walls when viewing them from afar
Fixed
- Lights on the opposite sides of a walls disappearing and reappearing when moving between tiles
- Items being invisible after moving between tiles with depth culling enabled
1.0.0 beta 2
Fixed
- Dynamic lights would cause some tiles to be kept visible unnecessarily
1.0.0 beta 1
Fixed
- NullReferenceExceptions that could occur when lights inside the dungeon are destroyed
1.0.0 beta 0
Added
- Items will be culled inside and outside the dungeon
Fixed
- Dynamic lights shining through walls
0.9.2
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)