Valheim
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Latest version
1.1.0
Last Updated
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Changelog

1.1.0

  • Grass is drawn from the graphics card's memory, one draw per kind of grass: 1-2 ms less a frame at a base with grass to 200 m. The same grass. Setting: Grass / Draw on the GPU.
  • Portal arrivals with a long view distance: buildings behind you are no longer put after the distant scenery.
  • Grass reuses more of its memory while you run around large bases.
  • No error when the game is closed while a dungeon is being placed.
  • Servers forget the send settings of players who left.
  • The developer load measurements are no longer inside the mod.
  • Settings window: the diagnostic verification switches are no longer listed (still in the config file).
  • Settings window: the module switches are listed with the rest; some configuration managers hid them as advanced.

1.0.5

  • ValheimCommunityPatch 0.35 or later: SteadyFrame no longer stands down where both mods do the same job. Through VCP's new API it turns off VCP's version of object creation and unloading, dungeon placement and building support lookups, and keeps its own, including loading only the arrival area under the loading screen. VCP's terrain builder stays, and SteadyFrame's destination terrain priority, terrain cache and ghost-zone pause now work through it. Measured on a local dedicated server with VCP and Network Performance System, three runs each: portal hops 1.86/0.89/1.41/0.84 s instead of 2.28/1.22/1.60/1.08 s (medians); SteadyFrame's unloading matched the game's own on every check.
  • The terrain builder no longer pauses 10 ms after each zone while more are waiting (before, only under a loading screen). In a test asking for nine new zones at a time: 141 ms the old way, 93 ms now (medians of 6 each), frame time unchanged. With ValheimCommunityPatch its own builder runs, which already works this way.

1.0.4

  • Multiplayer: tamed animals no longer fall out of raised pens after a portal trip. A host with SteadyFrame sent the whole destination ahead, animals included, and could deliver an animal before the floor under it; the player who arrived then ran the animal with nothing to stand on. Only buildings, rocks, trees and ground edits are sent ahead now. Creatures and items come in the game's order, after their floors (as Network Performance System expects). Update SteadyFrame on the server as well: the fix is on the host's side.
  • Multiplayer: no more arriving inside walls that were still on their way. A portal trip used to end as soon as there was ground under the exit. It now ends once the host confirms the buildings within 32 m are with you. When you walked up to the portal they are already there, so the trip is as fast as before. A host without this version cannot confirm, so the trip waits until no more buildings arrive nearby (at least a second).
  • Grass draw pass: the camera is read once per frame and each grass patch remembers its transform, instead of thousands of engine calls every frame. Same grass, drawn the same way. Largest with long grass distance.
  • Mistlands mist reads each mist area's position once per update instead of once per particle. Same mist.
  • Building support lookups use a faster cache (less overhead at large bases).
  • Measured in one session with the settings switched on and off every 8 seconds, grass drawn to 200 m: about 5.5% higher FPS at a Mistlands base, 2-4.5% at Meadows bases, no measurable change at a mountain base with little grass and no mist.
  • Dungeons (crypts, caves) whose zone loads near you are placed a few rooms a frame instead of all in one frame: 40-90 ms hitches became frames of 4-10 ms. Every room is the game's own, in the game's order, and the zone counts as loading until the last room is in, as before. Checked on 26 dungeons: every object identical to the game's. Behind a loading screen they are still placed at once. Setting: Object streaming / Dungeon spawn budget (0 = off).
  • Grass patches reuse the 64 KB instance arrays of destroyed patches instead of allocating new ones as you move (cleared, so the game sees the same data). Measured over six passes walking through Meadows bases with grass drawn to 200 m: frames over 33 ms 98 -> 51, garbage collections 22 -> 10. Setting: Grass / Reuse grass arrays.

1.0.3

  • Portal hubs: the destination terrain of the portal you are nearest to is prepared first and kept until you step through. Before, every portal within reach was prepared at once, and most of that work was discarded before use.

1.0.2

  • Portal object-creation budgets and ready-zone loading remain active with ValheimCommunityPatch. Conflicting scene, spawn-queue and terrain algorithms still stand down; temporary range narrowing stays off with VCP.

  • Removed patches now reset their applied flags, so diagnostics no longer report them as still installed.

  • Removed sector unload hysteresis after measurements in a large world showed lower average FPS with retention enabled. Objects no longer stay active beyond the required area for a grace period.

1.0.1

  • Fixed the error when a tar pit that failed to load is unloaded.
  • Grass rebuild no longer stalls with a very small rebuild budget.
  • Objects created by other objects while an area loads are unloaded as in the game.
  • Safer after game updates and with an unreadable FastLoading config.

1.0.0

  • First release. Contains FastLoading 0.6.2; its settings are carried over.
  • Fewer hitches around large bases: idle object passes skipped, unloading by zone.
  • Grass rebuilds spread over frames instead of freezing the game.
  • Ground meshes kept when a rebuild would change nothing.
  • Cheaper building support checks and less garbage from collisions and world data.
  • Fixed a loading screen that could hang for ever near a destroyed object.
  • Fixed an error when unloading a tar pit and log lines written every frame.
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