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Tzebruh-Foothold-1.6.0 icon

Foothold

A mod for PEAK that visualizes standable ground

Date uploaded a month ago
Version 1.6.0
Download link Tzebruh-Foothold-1.6.0.zip
Downloads 4243
Dependency string Tzebruh-Foothold-1.6.0

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

Foothold?

Foothold? is a mod for PEAK that visualizes standable ground. This is meant to be used when you're unsure if a part of the wall will work as a foothold or not.

Usage

By default, it continuously shows markers in a 10x10x10 cube around you. A white ball means the ground is standable and a red ball means the ground is not standable. No balls will appear on ground that is less than a 30 degree slope for performance reasons, as it's obvious enough on its own. (And the red ones are more important anyway)

There are config options to change it to only activate on keypress (default F key).

Configuration

You can configure the activation key in the configuration file at BepInEx/config/Foothold.cfg. It will be autogenerated by BepInEx the first time you run the mod. You can also enable "Fade Away" or "Toggle" mode in the config.

Credits

Despite me taking forever to merge PRs, this mod still has many valuable contributions from:

  • MyShiLingStar
  • cjmanca

CHANGELOG

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

Added

Changed

Fixed

Removed

Deprecated

[1.6.0]

Added

  • A config option to specify the transparency of the balls.
  • Concave surface detection, allowing it to place points in indents in meshes. Previously, the raycast would ignore the mesh after it touched the mesh once, even if the line exited the mesh and struck the same mesh again due to an indent.

Changed

  • Frustum far clip plane was previously a plane (as a true frustum far clip works), but in practice due to how close this clip plane was, it looked strangely "fish eye" like along the edges. Changed to pythagoras to make it look more natural.

Fixed

  • An issue where the foothold indicators wouldn't render in the kiln sometimes.
  • Fixed assetbundle not being found due to flat thunderstore directory packaging, by changing the path it looks for the assetbundle to be the same folder as the dll
  • A race condition causing the pause button to sometimes not work.

[1.5.0]

Added

  • Continuous mode, which scans newly in-range areas and adds points automatically.
  • GPU instanced batching, for a sizable performance boost
  • A grid based storage structure to make adding/removing specific grid points easier.
  • An assetbundle with a shader to support GPU instanced batching
  • Scale config option, to change the size of the foothold indicators
  • A pause option for continuous mode. Uses the same hotkey as activation mode.

Changed

  • cjmanca took over project with AdvocatusDiaboli-Foothold-Forked. Tzebruh is welcome to have it back by accepting the pull requests.
  • Raycasting to RaycastNonAlloc to scan the full vertical world in one pass, rather than brute forcing many smaller rays.

Fixed

  • Many misc performance improvements.