Lights Out
It's so dark...v1.4.0
- Fixed the mod crashing on startup after The Shortcut and Accessibility Update.
- Reverted the disabling of high visibility and shimmer handholds thing because that was a stupid decision (and was also what was crashing the game lol).
- Fixed lights not being removed in separately loaded areas like the Bazaar and Hadal Diver.
- Fixed fog planes/particles sometimes not being removed by changing the way the removal system works. Most notably happened in Pipeworks during the toxic fumes event. The fog/glow around Habitation Yellow and Habitation Blue in the Abyss is excluded however, as it looks cool and makes the area more fair. Hadal Diver fog planes are also excluded (even if not all of them are lit unless you go out of your way to see them). There is no gameplay reasoning. They just look cool.
- Light cones are now removed like fog planes. Why would there be light cones if there are no lights? It looked dumb.
- Fixed the Developer Playground having broken lighting, it is now (probably) fully functional.
v1.3.0
Now darker!
- The mod now darkens levels using a completely different method, which doesn't require shipping an altered version of the game's main shader. This fixes some parts of the levels still being lit after recent updates, and makes the mod more future-proof. Sadly, to achieve this I had to remove the light from the nuke in Deadman's Handle, RIP.
- A lot of random stuff like roaches and vendor buttons no longer emit light.
- Fixed some lights in the menu backgrounds not being disabled.
- High visibility and shimmer handholds are now disabled. They made it a bit too easy to see the handholds with barely any lighting and kinda went against the spirit of the mod.
v1.2.0
- Reworked how FX Zones are modified, fixing there being too much light in the abyss intro and potentially other areas.
v1.1.0
- Fixed entities being lit by FX Zones in certain areas, notably in Chimney.
v1.0.0
- Initial Release
