PEAK
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Latest version
5.9.9
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Changelog

The format is based on Keep a Changelog.

[5.9.9]

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Fixed

  • Automatic plane placement fits the visible meshes to the ground instead of lifting their bounding box above nearby rocks.
  • Tornado velocity RPCs update the native field while source binding is pending.

Changed

  • Reused native mesh loading and bounding volume traversal for plane contact, including contact inside triangles rather than only at sampled vertices.
  • Removed two fixed target Harmony binding factories and a repeated settings page cleanup scan.
  • Shortened the Creator's luggage and native flow help text.

[5.9.8]

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Fixed

  • Automatic plane and player starts stay just inside the first biome's entrance instead of searching the whole map.
  • Solid generated rocks can support the landing.

Changed

  • Removed map wide support grouping and coarse whole mesh samples.

[5.9.7]

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Fixed

  • Automatic native starts use the placed map after prop generation.
  • Player clearance and the full plane footprint are checked before spawning players.

Changed

  • Start placement uses one captured player formation and one collision inventory.
  • Collision queries use Unity's spatial index and reusable hit buffers instead of scanning every collider.

[5.9.6]

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Fixed

  • Lazy Condor generation retains an inactive template instead of a scene object that native prop cleanup destroys.
  • Authored amulet spawners accept flat ground when the native minimum slope is zero.
  • Local lava generation uses its captured material without requiring the original scene component to remain alive.
  • Map teardown releases hooked outputs before destroying their source objects.
  • Run cancellation does not dispose a coroutine from inside its own active step, preserving the original failure.
  • Creator reconfiguration imports the generated SDK and scripts before compiling them.

Changed

  • Removed duplicate hierarchy membership helpers and six fixed target Harmony binding factories.
  • Simplified Creator dialogs and tooltips.

[5.9.5]

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Added

  • Creator's native material browser lists PEAK materials, shaders, properties and texture previews.
  • Native Material can apply edited preview properties while retaining PEAK's shader and native keywords.

Fixed

  • Native start placement grounds the crashed plane separately from the player spawn points when the biome has no plane anchor.

Changed

  • Shared cleanup preserves individual failures without duplicated exception handlers.
  • Creator setup and authoring messages use shorter, concrete descriptions. =w=

[5.9.4]

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Fixed

  • Initial FakeItem synchronization identifies scene roots by their unique names, not their positions in Unity's scene root array.
  • Native night cold respects biome roles instead of applying to every native biome, preserving Volcano and Citadel exclusions at ascent 5 and above.

Added

  • Native biome and custom variation group selections include Pattern with a companion string.

Changed

  • Creator's NativeModifiers component is grouped under PLL/Effects.

[5.9.3]

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Fixed

  • Native actor sealing accepts compatible Photon prefab pools, including PEAKLib's wrapper, without modifying their resource caches.
  • Room settings retain the startup biome schema when a bundle fails live compatibility sealing.
  • Variation settings own their IDs, titles and default weights without retaining authoring objects from rejected bundles.
  • Food and Content Spawners resolve names within their selected item or prop kind.
  • Native prop lists can reference the same prefab as ItemDatabase.
  • Effect zones, effects, visuals and sound emitters can bind while their deferred biome roots are inactive.
  • Particle fingerprints exclude ParticleSystemRenderer's runtime bounds, which Unity does not preserve when cloning.

[5.9.2]

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Fixed

  • Startup patches bind concrete material and bridge overrides instead of abstract or broader base methods.
  • Creator adds shared placement constraints after constructing every translated spawner, including native Content Spawner children.
  • Creator and runtime share amulet selection limits, so a biome cannot build with multiple simultaneously selected sources.
  • Native texture mappings use primitive bundle fields so texture only references survive loading in PEAK.
  • Food and Content Spawner weighted lists use primitive bundle fields for the same Editor to player serialization boundary.

[5.9.1]

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Fixed

  • Photon transport stays active while loading through room codes, Steam lobbies and invites, including clients still joining with an assigned room.
  • Room code clients can confirm their Steam lobby membership before starting the island.
  • Ordinary hooked props under a custom biome root are no longer rejected as managed fixtures.
  • Network and image cleanup releases owned resources when an earlier operation fails.
  • Invalid collision vertices and rope skin directions are rejected before native construction.
  • Creator detects invalid amulet settings and routes supported native authoring tools correctly.

Changed

  • Removed duplicate scans, sorting, unused state and manual fixed-target bindings where typed access is available. Open serialized-value and RPC discovery remain supported.
  • Simplified configuration, setup, inspector and multiplayer messages without removing required usage information.

[5.9.0]

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Added

  • Food Spawner attaches native regional pools or custom weighted item lists to authored and generated custom props.
  • Content Spawner places weighted native items and prop families in bounded biome zones.
  • Creator native content browser can append selectors directly to Food and Content Spawner lists.
  • Native Material authoring resolves named PEAK materials and independent texture property mappings in game without bundling native shader or texture copies.
  • Creator validates native material slot ownership and preserves reference settings through staged bundle serialization.

[5.8.3]

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Fixed

  • Creator accepts unset optional Shader references on Material only visuals while still rejecting missing serialized asset references.

[5.8.2]

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Added

  • Optional biome-root NativeModifiers with independent Night Cold and Mesa Heatstroke settings.

Fixed

  • Night cold no longer depends on a fixed progress index.
  • Custom Mesa heat preserves native shade and item protections without stacking native heat volumes.
  • Shared cleanup failure capture replaces duplicate library implementations.
  • Creator package trust uses a bound delegate instead of repeated reflective invocation.
  • Creator diagnostics discover authoring components in one hierarchy pass.
  • Configuration parsing and environment/property lookups avoid redundant work.

[5.8.1]

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[5.8.0]

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[5.7.8]

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[5.7.7]

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[5.7.6]

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[5.7.1]

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[5.7.0]

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[5.6.2]

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[5.6.1]

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[5.6.0]

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[5.5.0]

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[5.4.1]

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[5.4.0]

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[5.3.1]

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[5.3.0]

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[5.2.4]

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[5.2.1]

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[5.2.0]

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[5.1.4]

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[5.0.1]

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[4.1.0]

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[3.0.0]

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[2.0.0]

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[1.30.1]

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[1.30.0]

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[1.29.7]

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[1.28.1]

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[1.28.0]

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[1.27.0]

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[1.26.0]

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[1.13.1]

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[1.10.0]

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[1.9.1]

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[1.8.1]

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[1.7.1]

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[1.7.0]

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  • Legacy .pllbundle ingress, public/manual content registration, and PLLBundleManifest support.

 


[1.6.2]

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Fixed

  • Boarding-pass layout controls were updated.
  • PLL Creator's Unity Editor integration was patched.
  • Future-segment colliders are temporarily disabled during terrain processing and restored afterward.

 


[1.6.1]

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Fixed

  • Creator setup now isolates Unity's stock TutorialInfo scripts into an Editor-only named assembly before importing PEAK's Assembly-CSharp provider.
  • Remaining project Assembly-CSharp conflicts now identify the source scripts that require a named assembly definition.
  • Creator setup now replaces its pending transaction record through a real backup path accepted by Unity's Windows Mono runtime.

 


[1.6.0]

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Added

  • An installable hidden PLL Creator Unity Package Manager package with automatic local PEAK discovery and no generated files under Assets.
  • PLLFinalGeneration for deferred final-phase roots containing the supported exact PropSpawner capability.
  • PLLForceSpawner for exact-name native-prop families with occurrence-owned generation and cleanup.

Changed

  • Creator setup now installs from the released .tgz; bootstrap.ps1 and the generated creator project were removed from the user workflow.
  • The boarding-pass layout row uses native dropdown item visuals, an auto-hiding scrollbar, compact padding, and a left-hand Order checkbox.
  • Native first-segment placement derives the four-player formation from authored structural Terrain/Map mesh support instead of generated prop output.

Fixed

  • Fog patches no longer publish stale origins while a new flight is still preparing its fog binding.
  • Plane and player relocation no longer select generated or airborne prop colliders in Roots, Tropics, or other native starts.

Unsupported

  • Item-domain PLLForceSpawner names are rejected because PEAK detaches room-owned item output; native props containing another ISpawner are also rejected.

 


[1.5.1]

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Changed

  • Boarding-pass layout controls now occupy PEAK's native white ascent panel and use its custom-run selector styling.
  • Creator bootstrap accepts installed Unity patch releases from PEAK's detected major.minor editor stream.

Fixed

  • Offline quicksave continuation transfers saved layout selection directly into the active flight snapshot instead of routing it through resettable terminal UI state.
  • The layout dropdown and Order toggle no longer overlap or extend beneath the boarding-pass border.

 


[1.5.0]

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Added

  • A native scrolling boarding-pass layout dropdown and adjacent per-flight Layout Order toggle.
  • Deterministic Generative Map layouts over native and eligible custom biomes.
  • Per-custom-biome Favorites, Overwrites, Before, After, and Spawn Chance configuration files.
  • Exact-BiomeId custom configuration lookup APIs.
  • A separate Unity creator SDK and .pll packaging project for the current pre-authored biome schema.

Changed

  • Layout mode now resolves in the order registered/order toggle, Generative Map, InfiniteMap, then PEAK's live base order.
  • Cloned native segments run surviving active configuration steps under a per-occurrence seed before PEAK's generation steps.
  • The host configuration, layout identity, quicksave identity, and generation epoch include Generative Map and effective custom-biome configuration.

Fixed

  • Future flights no longer inherit the preceding flight's Layout Order toggle override.
  • Reused native generation no longer leaves nearby generated Photon views untracked or duplicates stale per-occurrence output.
  • Creator publication restores the prior bundle and report together when either destination cannot be replaced.

 


[1.4.1]

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Fixed

  • The layout selector now uses PEAK's text-bearing custom-options style and occupies the boarding pass's native footer instead of failing on the icon-only run button.
  • Configuration schema replacement is staged and atomically committed; an unchanged configuration is no longer rewritten during startup.

 


[1.4.0]

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Added

  • Host-selectable registered layouts on PEAK's boarding pass.
  • DeployLayout and deterministic ModifyLayout APIs.
  • Forceload and ForceloadElement inactive world-root preparation APIs.
  • PllContentRegistry, bundle-element definitions, and stable segment, element, and layout identities.
  • Deterministic Overwrites, Before, After, and Favorites layout resolution.
  • Prerequisites / Guarantee Campfire Loot.
  • Patches / Patch bridges.

Changed

  • Layout edits and InfiniteMap expansion now resolve metadata once over the final logical sequence.
  • The host synchronizes selected layout identity, layout-registry revision, campfire-loot behavior, and bridge-patch behavior.
  • Legacy PLL quicksaves use their original layout-revision serialization; a legacy revision rejection leaves the save intact.
  • Runtime compatibility checks bind to the capabilities used instead of an independent PEAK member inventory.
  • The public README now documents installation, configuration, layout registration, inert content loading, and custom-biome contracts.

Fixed

  • Cloned Caldera containers no longer retain duplicate generated The Kiln output.
  • Regenerated Beach bridges retain PEAK's non-damaging collision callback behavior.
  • Required campfire roots regenerate when their player-scaled Campfire food output is incomplete.
  • Custom segment IDs cannot collide with published native segment IDs.
  • Peak cannot appear before later layout tokens.
  • Unselected named layouts no longer abort the selected map because their live content is unavailable.

 


[1.3.0]

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Added

  • Custom biome API (Will be made automatic in next release).

Changed

  • The default LayoutOrder.
  • Peak is documented and enforced as the native attachment that must directly follow Volcano.
  • Custom segments.
  • PLL quick saves.

 


[1.2.0]

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Added

  • Lazy Features.
  • Ambiance Correction.
  • Sound Correction.
  • Begin Index for Infinite Map.
  • No Plane.

Changed

  • Prop Generation.
  • Object Relocation.
  • Spawn and Plane.

Removed

  • Lazy Baking.

 


[1.1.0]

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Added

  • Remove Old Optimization.
  • Winnable.
  • Peak at end.
  • Water follows Beach.
  • Relocate Plane.
  • Relocate Start.
  • Lazy Generation.
  • Fogless.
  • No Water.

Changed

  • Prop Generation.
  • Beach Segment.

 


[1.0.0]

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Added

  • Initial Aeralis Foundation: PEAKLevelLoader Library.

 


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