PLL Library
Map layout and custom biome runtime library.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
NativeModifierswith 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]
[5.8.0]
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Added
Fixed
[5.7.8]
[5.7.7]
[5.7.6]
[5.7.5]
[5.7.4]
[5.7.3]
[5.7.2]
[5.7.1]
[5.7.0]
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Added
Fixed
[5.6.2]
[5.6.1]
[5.6.0]
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[5.5.0]
[5.4.1]
[5.4.0]
[5.3.1]
[5.3.0]
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Changed
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[5.2.4]
[5.2.3]
[5.2.2]
[5.2.1]
[5.2.0]
[5.1.4]
[5.1.3]
[5.1.2]
[5.1.1]
[5.1.0]
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[5.0.1]
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[5.0.0]
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[4.1.0]
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[4.0.1]
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[4.0.0]
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[3.7.0]
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[3.6.0]
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[3.5.0]
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[3.4.0]
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[3.3.0]
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[3.2.0]
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[3.0.1]
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[3.0.0]
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[2.0.8]
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[2.0.7]
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[2.0.6]
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[2.0.5]
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[2.0.4]
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[2.0.3]
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[2.0.2]
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[2.0.1]
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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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[1.29.6]
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[1.29.5]
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[1.29.4]
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[1.29.3]
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[1.29.2]
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[1.29.1]
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[1.29.0]
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[1.28.1]
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[1.28.0]
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Changed
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[1.27.0]
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[1.26.0]
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[1.25.0]
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[1.24.0]
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[1.23.0]
[1.22.0]
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[1.21.0]
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Changed
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[1.20.0]
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Changed
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[1.19.0]
[1.18.1]
[1.18.0]
[1.17.2]
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[1.17.1]
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[1.17.0]
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[1.16.2]
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[1.16.1]
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[1.16.0]
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[1.15.2]
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[1.15.1]
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[1.15.0]
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[1.14.3]
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[1.14.2]
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[1.14.1]
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[1.14.0]
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[1.13.1]
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[1.13.0]
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[1.12.3]
[1.12.2]
[1.12.1]
[1.12.0]
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[1.11.0]
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Changed
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[1.10.2]
[1.10.1]
[1.10.0]
[1.9.1]
[1.9.0]
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[1.8.1]
[1.8.0]
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[1.7.1]
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[1.7.0]
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Added
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- Legacy
.pllbundleingress, public/manual content registration, andPLLBundleManifestsupport.
[1.6.2]
Version Details → click to expand
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]
Version Details → click to expand
Fixed
- Creator setup now isolates Unity's stock
TutorialInfoscripts into an Editor-only named assembly before importing PEAK'sAssembly-CSharpprovider. - Remaining project
Assembly-CSharpconflicts 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]
Version Details → click to expand
Added
- An installable hidden
PLL CreatorUnity Package Manager package with automatic local PEAK discovery and no generated files underAssets. PLLFinalGenerationfor deferred final-phase roots containing the supported exactPropSpawnercapability.PLLForceSpawnerfor exact-name native-prop families with occurrence-owned generation and cleanup.
Changed
- Creator setup now installs from the released
.tgz;bootstrap.ps1and 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
PLLForceSpawnernames are rejected because PEAK detaches room-owned item output; native props containing anotherISpawnerare also rejected.
[1.5.1]
Version Details → click to expand
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]
Version Details → click to expand
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, andSpawn Chanceconfiguration files. - Exact-
BiomeIdcustom configuration lookup APIs. - A separate Unity creator SDK and
.pllpackaging 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]
Version Details → click to expand
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]
Version Details → click to expand
Added
- Host-selectable registered layouts on PEAK's boarding pass.
DeployLayoutand deterministicModifyLayoutAPIs.ForceloadandForceloadElementinactive world-root preparation APIs.PllContentRegistry, bundle-element definitions, and stable segment, element, and layout identities.- Deterministic
Overwrites,Before,After, andFavoriteslayout 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.
Peakcannot appear before later layout tokens.- Unselected named layouts no longer abort the selected map because their live content is unavailable.
[1.3.0]
Version Details → click to expand
Added
- Custom biome API (Will be made automatic in next release).
Changed
- The default
LayoutOrder. Peakis documented and enforced as the native attachment that must directly followVolcano.- 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]
Version Details → click to expand
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]
Version Details → click to expand
Added
- Initial Aeralis Foundation: PEAKLevelLoader Library.
