#BepInEx Faster Load AssetBundles Patcher

1 messages · Page 3 of 1

tulip fjord
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How bad is it?

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Configs I mean

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Can I start using that as an excuse to not make configs 😂

grand coral
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lol

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It's it's whole purpose

plucky stump
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Published v0.6.3

[0.6.3] 2024-06-18

Added

  • Deleting of unknown cached assetbundles on start up (unknown means that bundle doesn't have a metadata info).

And updated readme to include incompatibilities with mods: IntroTweaks and XUnity_Autotranslator

steel quiver
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waiting for the @grand coral RAM report 🫡

grand coral
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Also I fixed my high ram issue by removing Lethal Resonance

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lol

plucky stump
#

probably sound API should add compression option when loading a audio clip

plucky stump
#
private unsafe void Start()
{
    var path = @"";

    using var stream = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.None, 16 * 1024 * 1024, FileOptions.SequentialScan);

    var buffer = UnsafeUtility.Malloc(4096, 16, Allocator.Temp);
    var span = new Span<byte>(buffer, 4096);

    var hash = new Hash128();

    int readBytes;
    while ((readBytes = stream.Read(span)) > 0)
    {
        hash.Append(buffer, (ulong)readBytes);
    }

    UnsafeUtility.Free(buffer, Allocator.Temp);

    var hashBytes = new byte[16];
    var readableHash = UnsafeUtility.As<Hash128, ReadableHash128>(ref hash);
    BinaryPrimitives.WriteUInt64LittleEndian(hashBytes, readableHash.u64_0);
    BinaryPrimitives.WriteUInt64LittleEndian(hashBytes.AsSpan(8), readableHash.u64_1);

    Assert.AreEqual(hash.ToString().ToUpperInvariant(), HashToString(hashBytes));
}

public static string HashToString(Span<byte> hash)
{
    Span<char> chars = stackalloc char[hash.Length * 2];

    for (var i = 0; i < hash.Length; i++)
    {
        var b = hash[i];
        b.TryFormat(chars[(i * 2)..], out _, "X2", CultureInfo.InvariantCulture);
    }

    return chars.ToString();
}

public readonly struct ReadableHash128
{
    public readonly ulong u64_0;
    public readonly ulong u64_1;
}

IDK how to make hashing a file even faster

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this implementation hashes a file of 100MB for 100ms

steel quiver
grand coral
grand coral
steel quiver
grand coral
steel quiver
grand coral
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Yeah I don't recommend using LR currently, unless you're okay with the game using up a lot of extra ram ☠️

steel quiver
plucky stump
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If i would make a modpack then I would just add a big warning system requirements, like 16GB of RAM and 8GB of VRAM

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my rx580 with 8gb of vram is always full when playing with mods

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on like 1050ti with 4gb you get a lot of ram usage

grand coral
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Yeah my friends struggle sometimes to run my pack with 16gb of ram, and after the Faster Load update seeing that LR was changing the game to use around 7.8gb of ram I was like "Eeesh"

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"Maybe that's why some of them had trouble and I didn't before"

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Lol

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My guess would be the ones with high ram usage especially have lower vram

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My card has 12gb

misty rock
grand coral
plucky stump
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Published v0.6.4. Just bug fixing

[0.6.4] 2024-06-18

Changed

  • Internal size of stream buffer to speed up hashing.

Fixed

  • Bundle with enabled flag ShouldNotDecompress is not updating last access time.
  • Deletion of temp assetbundles called twice.
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And I have decided to not publishing separate nightly package. Instead I will just update the main package, but all experimental stuff can be toggled with config option.

fervent niche
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my modpack doesnt seem to launch with this mod enabled for some reason, it was working fine until this mod was updated the other day (todays update didnt fix it)
I tried to manually delete the cache and mod configs, and also disabled introtweaks, but it still didnt work

misty rock
fervent niche
grand coral
# plucky stump lol not sure why

So it seems like GeneralImprovements is pretty unoptimized as a whole, are there any features specifically that stand out as the cause or would I be better off disabling it for now?

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Since Shaosil is taking a break from LC modding

plucky stump
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Probably better monitors are still unoptimized and causing lag spikes

grand coral
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Yeah even disabling those I noticed the game still performs lower than disabling it though while on the ship

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So it's probably a number of things, those are certainly part of it though

plucky stump
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I can try to enable profiling with GI

grand coral
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Yeah you might find some interesting stuff I'd imagine

plucky stump
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may you send your profile code

grand coral
plucky stump
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yeah GI still causing lag spikes due to monitors

versed sand
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tbh i feel like the monitor aspect of GI should be its own mod and not a GI addition but I can also understand why they would want to just keep it all in one mod

grand coral
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Well Open Monitors and a few seperate mods are good alternatives to it

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I guess I'll do away with it

grand coral
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Well I guess disabling Better Monitors would still improve performance enough

steel quiver
grand coral
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Better Monitors ruins frame time consistency across the whole game it seems

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Disabling it helped so much

plucky stump
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here top memory usage when in ship

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please note that some mods will not show in profiler because of using unity api not at main thread

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for example, sound api will not show here

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fixed*

grand coral
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lol

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@tulip fjord btw why is the duck song included when you don't have the duck added yet?

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XD

steep needle
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are the suits still a problem even with mods that remove the rack and stuff from the ship?

plucky stump
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suits mod doesn't load texture when needed

steep needle
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ic

grand coral
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I wonder which suits are the most unoptimized now

plucky stump
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from memory profiler looks like all of them

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because texture size is 2048x2048

grand coral
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Fun

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Why don't they just use 1024x1024?

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That would help a ton

plucky stump
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note: Graphics category means VRAM usage not RAM

grand coral
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Does using a config like More Suits' and excluding them from loading reduce ram usage?

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Okay yeah it does

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I disabled all the ones added by More Suits in it's config, and I just removed More Jammies

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that helps

grand coral
# tulip fjord cuz

Maybe set it so it doesn't load for now to free up ram usage? lol Or add a config option

plucky stump
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also, GC allocation per frame is 4KB

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and spike up to 110KB

grand coral
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So are there any mods btw that showed up as unoptimized that aren't listed in the profiler?

plucky stump
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here some major GC allocation

grand coral
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LethalEmotesAPI having fun huh

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Unfortunately til SoundAPI gets fixed I have to use it right now cus TooManyEmotes' emote audio won't loop lol

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I do wonder if there's a way LethalEmotesAPI could be optimized though

plucky stump
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allocation per frame:

AudioReverbTrigger.OnTriggerStay [LC]
StartOfRoundPatch.Update [Diversity]
PlayerControllerBPatch.FixCriticallyInjuredState [TestAccountFixes]
PlayerControllerBPatch.Update [Diversity]
PlayerControllerBPatch.ManageBodyReplacments [ModelReplacmentAPI]
PlayerControllerBPatch.Update [GeneralImprovements]
Patches.Player_Update [NiceChat]
GeneralPatches.ReadInput [LC-Vega]
HUDManagerPatch.UpdateScanNodes [GeneralImprovements]
HUDManagerPatch.Update [GeneralImprovements]
HUDManagerPatch.SetValueForCorrectType [InsanityDisplay]
MeterHandler.EnableCompatibilities [InsanityDisplay]
PlayerControllerBPatch_C.Update_patch [BetterItemScan]
AudioMixerSetFloatPatch.Prefix [MoreCompany]
MoreCompanyCosmeticManager.RefreshCosmetics [ModelReplacmentAPI]
NullReferenceException every frame [ModelReplacmentAPI]
DependencyChecker.IsTelevisionControllerInstalled [TestAccountFixes]
NewStaminaMeter.UpdateMeter [AccurateStaminaDisplay]
CobwebChecker.IsPlayerValid [TestAccountFixes]
CobwebChecker.HandleCobweb [TestAccountFixes]

Patches_Enemy.Fix_NearActivityDead [LethalFixes]
ChangeMidDay.MoveTimeOfDayPatch [WeatherTweaks]
DissonanceVoip.WaveFileWriter [called by Mirage]
grand coral
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NiceChat is allocating per frame? 🤔

plucky stump
royal cloud
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@grand coral do you use r2modman? i know you tinker with your config a lot and i do too, have you ever noticed high ram usage after tinkering for a while? i just noticed that i swapping between config, online mods and installed mods tabs doesnt free up ram and just constantly consumes more and more till a restart

plucky stump
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for some reason it updates character limit of input field every frame

grand coral
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Okay so I wasn't crazy when I thought the game ran better with HideChat instead

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This also may explain why there's a performance gain at times with GI full on disabled

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Although Better Monitors is what affects it most

slim silo
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did someone say performance yoiled

grand coral
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Wha?

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Maybe cus of this?

slim silo
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FixCriticallyInjuredState and Patches.Player_Update was unexpected

royal cloud
grand coral
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I'll turn that off then

slim silo
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same

royal cloud
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i know nothing so dont take my word for it LOL

grand coral
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For TestAccountFixes

royal cloud
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doesnt hurt to try

grand coral
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That was for the Player Speed Fix which @queen heath made to fix players being stuck permanently crippled

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Which is a bug that happens from mods sometimes

plucky stump
grand coral
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Like the Shockwave Drone or Lethal Doors Fixed

slim silo
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i don't have neither of these mods, so it would be safe to disable it?

grand coral
grand coral
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Cus I noticed ScanTweaks performs smoother

grand coral
grand coral
plucky stump
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if dev needs more info which one causing allocation, ping me

grand coral
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I'm guessing is for Lightning Warnings?

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I had theorized that might be causing hud manager spikes

pastel hound
grand coral
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Yeah for Hud Manager looking at GI's github it seems it would be the Lightning Warnings and hiding empty subtext of scan nodes

grand coral
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So shouldn't it not be allocating per frame if disabled?

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it's still calling that function I guess even when set to not be used

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That needs fixed probably

pastel hound
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Yes, because it still gets patched. I made it that way so you can change the config mid game if you want to

grand coral
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Ahhhhh

pastel hound
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I guess I could add an option to disable it if need be

grand coral
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Yeah that's a good idea

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Just so it's not allocating per frame

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@plucky stump btw is Elads more optimized than AccurateStaminaDisplay? I kind of wanna keep InsanityDisplay I really like that mod lol

plucky stump
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every frame if hp is not even changed

grand coral
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I knew the hp text made fps worse

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I

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knew it

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lol

grand coral
plucky stump
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yeah

grand coral
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Okay yeah I figured lol

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If Elads is more optimized it'll also work for replacing the hp text

plucky stump
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lesson learned, disable diversity on dev build

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or it will spawn 300K of walkers

grand coral
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Lol

grand coral
#

it looks like Treys Health Text is automatically compatible, so I can use that and disable it's compatibility patches

grand coral
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For AccurateStaminaDisplay

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cus I really like it

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Cus it seems like rn it always calls that

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Even if you're just idle or not sprinting

plucky stump
#

Experimentation seed 87037585
TIME 12 AM

grand coral
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@median lintel

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lol

plucky stump
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looks like F# is allocating a lot of garbage

grand coral
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@median lintel Looks like it's time to switch Mirage to C# XD

plucky stump
languid raft
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@grand coral maybe

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i can take a look at what it's allocating

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i havent really messed with accuratestaminadisplay in forever

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i need to update the stamina meter every frame though

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because otherwise, the vanilla code will update it and it will look wrong

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i can't get around that

pastel hound
languid raft
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i suppose there is the option of just removing some code from vanilla with a transpiler but it would still require a considerable rework of my code to take advantage of that sort of optimization

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it is true im probably doing a lot of work per frame though

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and it might not all be necessary

grand coral
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If that just showed up for LethalFixes then it might have been called cus an enemy was near the door

median lintel
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if that specific part of the code is causing all those extra allocations i'll rewrite that part though

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btw diffoz how are you profiling the game? i was using dottrace to profile content warning before, but i outta just use the standard that everyone uses here

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not sure why WaveFileWriter itself would be causing allocations but i'll look into it

plucky stump
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you can find it here

C:\Program Files\Unity\Hub\Editor\2022.3.9f1\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_player_development_mono
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Just copy UnityPlayer.dll and WinPixEventRuntime.dll

plucky stump
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no enemies and still allocating

slim silo
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could you check my profile too if it isn't asking too much = )

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01903364-a5dc-dce0-752e-5408dfc8c0ad

plucky stump
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omg why weather tweaks spam about that it got some data

plucky stump
slim silo
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ok = (

plucky stump
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probably because of sqlite logger

grand coral
grand coral
plucky stump
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it causing gc allocation

grand coral
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Ahhhh

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@royal fulcrum is a good dev tbh so he can likely find a way to fix that

plucky stump
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not sure why reflection used, because game libs on BepInEx nuget server already makes everything public

grand coral
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I have a lot of respect for him lol

median lintel
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btw just for expectations sake @grand coral any optimizations will probably have to be done after the release of v2

grand coral
median lintel
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yeah ik i just meant cuz i actually do plan on optimizing it

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was already planning to b4 this post

grand coral
median lintel
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the specific part that diffoz screenshotted is something i know is doing a ton of allocations that i can definitely reduce

grand coral
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This likely explains why some people used to mention they experienced a performance hit from Mirage

median lintel
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nah people who talk about performance hits has always been from log spam in the past

grand coral
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Ahhh

grand coral
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c;

median lintel
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every time i've seen someone complain about mirage having a performance hit, their logs are filled with errors (that's not even from mirage actually), probably an incompat

grand coral
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I'm not taking Mirage out

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lol

median lintel
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the thing is, i don't wanna hold v2 back so i'm prob not gonna look into it until after v2 is released

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v2 is already coming out waaaaay later than i planned

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so i just wanna get it out first, take a break, and then start doing optimizations

thin perch
median lintel
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just so u know that optimizations are something i'm gonna look into eventually

grand coral
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Back when it was just me helping test it for him

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God that feels like ages ago

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XD

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You could try testing StableTweaks and seeing if it does the same

grand coral
candid gale
grand coral
grand coral
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Basically that is stuff being called constantly per frame, which introduces lag

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Idk why NRE's are being thrown though

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The other stuff I consider minor but NullReferenceException Errors need fixed

plucky stump
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here call stack

candid gale
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Oh that's extremely helpful, thanks.

grand coral
candid gale
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Only time will tell.

grand coral
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I guess we'll see ^^

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I hope that might be the cause of it

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It's interesting how this only showed up through profiling

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I could never get anything through logs

plucky stump
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this is because of try/catch using

candid gale
# plucky stump here call stack

Thanks for the info, that's just what I needed. I've stepped back from modding recently since my mod is in a functional state, and I've got other life related things that require my attention, but I'll see if I can't get this fixed in the week.

runic steeple
grand coral
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That way we can enable the logs that would normally be hidden by try/catching

plucky stump
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because it using HDRP realistic sky

grand coral
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exclude them

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I set them all as excluded lol

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I use suits from other mods but none of the ones from More Suits itself

runic steeple
grand coral
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Ah then you can just set the ones you never use as exclusions

grand coral
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It will prevent them from being loaded

runic steeple
plucky stump
#

in ship only

runic steeple
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not a huge deal to me then ig

plucky stump
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but if you're running out of VRAM I would suggest to remove CT

grand coral
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Also is there a way some of those other things can be set to not constantly update or no? Gonna guess not

plucky stump
queen heath
grand coral
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CobWebChecker and the Player Speed Fix stuff

languid raft
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it uses reflection to pull "hinderedMovementPrev" or whatever it's called on PlayerControllerB

grand coral
# queen heath Like?

The Spider Web Fix needs a fix anyways, cus clients get zoomies when walking through them atm lol

queen heath
grand coral
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Yeah idk if you can tbh

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That's why I asked

queen heath
grand coral
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Ahaha

queen heath
runic steeple
#

sorry im ignorant. do u think disabling some moons should help my game run better and crash less often? i play on laptop and sometimes it crashes when i play with a lot of mods

tiny cairn
# runic steeple sorry im ignorant. do u think disabling some moons should help my game run bette...

My friend and I checked it just yesterday, we had stable crashes but we have a very large modpack, ~30 planets and dozens of interiors + JJ suits + Anime Suits that take up a lot of memory.
The crashes were very different

  • when a mob kills
  • when the moon loads, but if I launched it solo and then in the lobby then everything is ok
  • random when interacting with scrap
    But as soon as we got rid of 15+ planets, all crashes disappeared

I don't know what exactly influenced it, but everything suggests that reducing the modpack will lead to a more stable game.

grand coral
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@plucky stump It looks like PlayerControllerB stuff for GI also includes the AutoChargeOnOrbit feature which is disabled by default, I'll use OrbitRecharge by Mrov instead cus it doesn't mess with that, and also the FlashlightFix stuff as well

grand coral
median lintel
#

ah

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i'm so glad my gpu is good enough for it to not matter then

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i love that mod

tiny cairn
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The mod is extremely good, in my case after several launches it reduced the loading time from 2:30 to 1 minute (with already deleted some moons)
And for a friend from ~6-7 minutes to 2

runic steeple
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ive got 4 gigs of vram total

plucky stump
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the game itself using 2GB of vram

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1GB for OS and other apps

grand coral
#

DressGirlIsolation maybe?

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I have the player conditions and fulldarkness stuff disabled

plucky stump
granite ravine
grand coral
grand coral
runic steeple
#

my laptop can only get 60 fps max anyway

grand coral
#

@crisp hinge maybe you can add an option to allow disabling the Bracken flashlight stuff? Cus half the time I get bugged with a super dull flashlight anyways cus a bracken dies near me or one kills me lol

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I do like the Flashlight features though

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I think having it flicker alone does the job to let you know there's a bracken though

slim silo
#

General Improvements just keeps getting worse each time we dig deeper, guess i'll have to disable it 😭

grand coral
#

So the problematic features are

runic steeple
#

i thought it was just the better monitors?

grand coral
#

Better Monitors, OnlyAllowingOneFlashlight, AutoChargeOnOrbit, LightningWarnings, ShowHitPoints, HideEmptySubtextOfScanNodes, and all other Scanner Related Features such as ScanFix, ScanningTools, Dropship Scan Node, etc

grand coral
#

it's all that I just listed

plucky light
#

how badly does it affect performance?

slim silo
#

Does LightningWarnings have any substitute?

grand coral
slim silo
#

F

grand coral
#

Perhaps @errant mulch could add an alternative to HotBarPlus

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Similar to the energy bars

runic steeple
grand coral
#

etc

slim silo
#

Then... are the masked configs in GI also heavy?

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Or dropship/tool scan nodes

grand coral
plucky light
grand coral
#

and yes GI's scan stuff as a whole

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cause performance issues

grand coral
#

sometimes 30

#

etc

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Inconsistencies means it's random

slim silo
#

Basically: Disable half of GI to get rid of lag perceive

grand coral
# errant mulch tl;dr?

GI's feature for Lightning Warnings is doing a no no and always calling on the hud manager lol

plucky light
grand coral
#

So I was thinking you might be able to implement an alternative to Hotbarplus, it's been bothering me that GI's feature never worked for extra slots or Reserved Items anyways

grand coral
#

I wanted to finally optimize it

plucky light
#

I see

#

that sucks man I really liked some GI's features

errant mulch
#

Oh, for lightning warning. Possibly. I'll think of a proper implementation, and if it doesn't sound too bad, I might do it sometime. I can't promise a timeframe lol

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@grand coral

plucky light
#

is GI the only mod causing major issues? this thread has a lot of messages rn so I don't wanna read through all of them

grand coral
plucky light
#

ah, ok

#

Well I guess i'll just disable the features mentioned here for now

grand coral
plucky light
#

oh fire, glad there's an alternative mod for that feature

plucky stump
#

also, zeekers made FoliageDetailDistance to leaking material every frame

grand coral
#

Ohhhh I see

#

Ty Zeekerss

plucky stump
#

experimentation

grand coral
#

lol

#

I hope he fixes that in V55

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6 days

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🥺

slim silo
#

6 days until half of the mods break

grand coral
#

It's mostly gonna add content like the car, a new enemy, maybe Liquidation as a moon

#

Probably Bug Fixes

plucky stump
#

for car he probably changed player movement

slim silo
#

Hard to believe liquidation is coming in v55, probably in v60

grand coral
#

Some things might break but I don't think it will be as drastic as V50

plucky stump
#

that may cause patch issues

slim silo
#

Would be cool if he did optimizations, but that is unlikely

grand coral
plucky stump
grand coral
#

Oh yeah and it looked like a new emote was added too, he showcased it in the trailer

plucky stump
#

😂

plucky stump
#

LethalPosters leaks textures

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every new moon I guess??

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and also textures are readable so memory usage doubles

grand coral
#

Oof so I guess I'll remove that then

granite ravine
plucky stump
#

Sadly that option is not visible within lethal config

grand coral
plucky stump
#

this is because it's global config

#

check it here

C:\Users\USERNAME\AppData\LocalLow\ZeekerssRBLX\Lethal Company\LethalEmotesAPI
grand coral
#

I've never actually seen it popup tbh but I set it to true, dunno why that option got added when you can just set it to DMCA friendly mode anyways, guess for people who don't have it set as a reminder if they're streaming

grand coral
plucky stump
#

or that toggle it's for internal config manager idk

grand coral
#

I just hate the low res posters the vanilla game has

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XD

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Did Diversity's poster leak textures at all btw or was it fine?

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;o

plucky stump
#

I would not recommend to use it

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16k size texture

grand coral
#

Oof

plucky stump
#

and plus texture is readable

grand coral
#

Ye

plucky stump
grand coral
plucky stump
#

looks like fine

grand coral
#

👍

plucky stump
#

accessing terminal lag spikes 20ms and generating 250KB of garbage

grand coral
plucky stump
#

LethalEmotesAPI.dll!::BoneMapper.UnlockBones() /home/runner/work/LethalEmotesAPI/LethalEmotesAPI/CustomEmotesAPI/Core/BoneMapper.cs:1273
ES3Reader [save preferences]

grand coral
#

🤔

#

@mint grove why are you lagging the Terminal?

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XD

plucky stump
#

there's a lot of mods that subscribes to terminal activation

grand coral
#

Yeah

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I know GhostCodes could probably cause some terminal lag, Darmuh's terminal stuff might

#

GeneralImprovements also has a patch for the Terminal

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go figure

#

Lmfao

plucky stump
#

mrov binding config option every log lol

grand coral
#

Lmaooo @frosty meadow

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Mrov Mark of Stability strikes again

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XD

grand coral
plucky stump
#

3 times per bone

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can't say without testing

grand coral
#

That would make sense

plucky stump
#

sound api is also generating garbage

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for call stack due to string manipulation

grand coral
#

@misty rock

#

Wonder if you can look into resolving this

misty rock
#

wharg

grand coral
misty rock
#

yeah i meant like more specifically 😭

grand coral
grand coral
plucky stump
grand coral
misty rock
#

oh yeah that stuff

tulip fjord
#

String manipulations expensive?

grand coral
misty rock
#

no im just being stupid

grand coral
#

Ahhhh

tulip fjord
grand coral
#

That's the second time someone said that today lol

#

@queen heath said the same thing earlier

#

Hehe

grand coral
royal fulcrum
plucky stump
royal fulcrum
#

I'll probably change my reflection stuff to use the harmony ___ fields (not sure if that'd actually improve the performance though)

plucky stump
#

yeah it should improve performance

royal fulcrum
#

The reason why I said I'm not sure if it will is since I guessed that it'd probably use reflection too

misty rock
queen heath
thin perch
grand coral
#

Btw @plucky stump Would setting this to false fix InsanityDisplay calling SetValueForCorrectType?

#

Cus if so I'll disable it

plucky stump
#

im not sure

#

ask the dev

grand coral
#

@elfin osprey

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I tried checking the github and it doesn't show why that's called

frosty meadow
steep needle
#

what are these gifs 😭

plucky stump
#

xd

#

use them every day lol

frosty meadow
#

well

#

I have some things to fix

tulip fjord
#

weather tweaks made by zeekerss confirmed???

frosty meadow
elfin osprey
plucky stump
#

LethalPerformance mod when

tulip fjord
#

you got thjis, i believe in you

grand coral
#

I hope you can optimize it soon bud

#

^^

#

I love the mod a lot

#

lol

elfin osprey
#

i'll do my best 🙏

grand coral
#

🙏

#

Btw @tulip fjord Can you look into why the ambient enemies from CodeRebirth can't be scanned when using ScanTweaks?

#

I don't know why they can't be

tulip fjord
#

who made that mod before i make a guess and blame the likely culprit?

tulip fjord
#

oh i have no idea who that person is, ill look into it ig

#

thought it was test account

grand coral
#

LOL

#

@queen heath the shade being given to you

#

XD

grand coral
tulip fjord
#

it's fine lol, but i also have no idea why it wouldnt work, you'd need to ask that dev

tulip fjord
plucky stump
frosty meadow
#

performance tweaks

mint pond
tulip fjord
#

that'd be nice, ty

queen heath
mint pond
tulip fjord
#

ill give them a check

mint pond
#

yeah, "Is Trigger" is checked

tulip fjord
#

ahhh

#

thats what u meant

#

wait vanilla doesnt have that?

mint pond
#

nope 😄

tulip fjord
#

that's a bit shocking, you're supposed to collide with scannodes

#

huh

mint pond
#

probably that collisions with the ScanNode layer is disabled entirely for the player so it doesn't matter in the end

tulip fjord
#

you'd be surprised

mint pond
#

but I suppose it is a bit counterintuitive :D

tulip fjord
#

the player is filled with the most random layers ever that they are considered

#

im pretty sure the player has some railing collider layer embedded into them

#

it was something stupid like that last i checked

#

as in their box collider is put into that layer i believe

#

it might not be railing, might be "placeable ship objects"

mint pond
#

mm i admit i didn't really look too much into the player or the physics haha

tulip fjord
#

they're weird

#

while you're here, mind if i ask a couple questions?

mint pond
#

yeah sure

tulip fjord
#

the lethalMDK

#

what is up with that lmao

mint pond
#

that's just a thing i started making in case i did other mods but there is basically nothing in it lol
it's mostly shortcuts for layers, tags, and prefabs

tulip fjord
#

icic, the decompiled code... confused me quite a bit as it was just a million const strings lmao

mint pond
#

lmao

tulip fjord
#

whats the unity mdk for though?

granite ravine
#

when does that prefab stuff in lethalMDK collect

mint pond
mint pond
granite ravine
#

i feel bad for being a dick here but you'll have to do that collection post LLL initialization

#

otherwise you might get fake prefabs

mint pond
#

I'm sorry what is "LLL"? 😭
also no need to feel bad, I can make mistakes like anyone else and if I do I'm interested to know haha

granite ravine
#

lethallevelloader, predominant custom content api

#

due to assetbundle reasons you might accidently collect asset rip versions of the prefabs you want

mint pond
#

Oo ok ok, well I basically just run the mod once when the game updates in full vanilla to avoid that

granite ravine
#

huh

#

no

#

this call will give you results you dont want

#

if you don't call it at the right time w/ LLL installed

mint pond
#

it's technically a risk if there are modded prefabs with the exact same name as vanilla prefabs yeah
otherwise it just won't do anything to those prefabs
but this is the only way that I found to collect prefabs, since some of them don't get loaded until you are basically inside the ship!

granite ravine
#

sure but if you collect the modded one instead of the real one

#

and then i destroy the modded one..

mint pond
#

I'm not sure what you mean, sorry D:

granite ravine
#

youll be grabbing the wrong object

#

which will be destroyed

#

and it will break your stuff

mint pond
#

i haven't really used LLL so i admit i have no idea how it works, why would the prefabs be destroyed?

languid raft
#

@grand coral i should be able to at least remove the reflection call from accuratestaminadisplay which should help with gc alloc

#

i can take a look at a few other changes i might be able to make but i'll probably just release that one change as a hotfix in the meantime

#

im still sitting on updates to butteryfixes and enemysoundfixes and don't want to spend time rewriting ASD at the same time

granite ravine
#

I have to replace references to asset ripped versions with the real ones at runtime

#

but like you i can only do that when i can actually access them

mint pond
#

Oh, okay i think i see

#

that does seem like a problem

grand coral
#

@plucky stump it also looks like GeneralImprovements might cause HudManager spikes if using the LbstoKG option as well so I'm disabling that

plucky stump
#

from the code it doesn't seem to can cause any lag spikes

grand coral
#

I just saw it inside of the HudManager entry and got worried it might lol

plucky stump
#

Transpiler patch just happens at start up

grand coral
#

Ah okay good

plucky stump
#

from the code it does a lot of overhead to do the patch but after that it will be fast

grand coral
#

Yeah, I wonder if any of the other Kilograms mods might do it without so much overhead

#

We also really need a mod that improves the scanner that doesn't spike the hud manager or allocate constantly, I liked ScanTweaks but it breaks scan nodes for so many mod items

steel quiver
grand coral
#

Treys Health Text to replace HitPoints

#

And if you want stuff for the scanner that don't provide issues

#

These are all good

#

I recommend never using the ScanFix feature in GI

#

it is heavily unoptimized

#

@plucky stump Just wondering since there is no way to fully disable the FlashlightFix feature in GI, but is that also causing problems? The most I could do was Disable OnlyAllowOneLight to lower it's gc alloc stuff

thin perch
#

(copies lunx’s homework)

slim silo
grand coral
#

Oh also if you use InsanityDisplay

slim silo
#

didn't check the logs, but i will do that rn

grand coral
#

Disable all the compatibility patches if you don't use any of the stuff it tries to find compat for

#

I'd also just recommend temporarily removing it

grand coral
#

The dev has said it's unoptimized and plans to optimize it soon

slim silo
#

ok

grand coral
#

But disabling the compatibility patch stuff alone should reduce the gc alloc stuff a lot

#

AccurateStaminaDisplay should be much better now

#

Since Buttery pushed the fix to remove it using reflection stuff

slim silo
#

i don't use AccurateStaminaDisplay

thin perch
#

InaccurateStaminaDisplay is my cup of tea yoiled

grand coral
#

But yeah it's not essential

thin perch
#

what’s moon swept

grand coral
#

Time to educate the youth

#

lol

slim silo
thin perch
slim silo
#

Trying to get Treys log but ended up getting shutter dissapearing log yoiled

#

lol

grand coral
#

Oh yep lol

#

@queen heath the shutter switch vanishes if you leave and reenter a lobby

#

XD

plucky stump
#

LGTM

grand coral
plucky stump
#

Looks Good To Me

grand coral
#

Good

lyric owl
grand coral
#

lmao

lyric owl
grand coral
#

Everytime I try reenabling that thing

#

LOL

#

It's so buggy

#

Getting shot through a wall

#

Lmaooooooo

#

I love MoonSwept but the Turret needs some love

#

XD

steel quiver
grand coral
#

Yeah don't use any of this stuff in GI basically

steel quiver
#

got it thank you so much!

lyric owl
#

It’s movement is a little weird

#

But I haven’t had it wall jack

#

Hack*

slim silo
#

treys doesn't show any errors

#

but the HUD should be like this

#

The only mods i have that messes with the HUD are:
NilsHUD, VoiceHUD, InsanityDisplay, Oxygen, PingDisplay, HideChat, HotbarRD, JetpackWarning, LCBetterClock, ToggleMute, EnhancedIcons, ShowCapacity and other minor mods, i will test disabling some to see if i can find the incompatible one

grand coral
slim silo
#

let me test

grand coral
#

I need to look into the others

#

ShowCapacity I know is a bit buggy as well and hasn't updated in a long time but idk if it'd conflict

slim silo
#

you wouldn't believe it

#

it was NilsHUD indeed

#

taking it off...

grand coral
slim silo
#

well, it worked fine with me

#

any other mod that may increase GC alloc?

grand coral
#

Also you can use WeatherTweaks stable instead of Beta if you want WeatherTweaks to not use gc alloc, it's the patch in Beta that's used for Progressive Weathers doing it

slim silo
#

i also don't use BetaWeatherTweaks, so i'm safe

slim silo
grand coral
#

and he'll profile it

#

for you

slim silo
#

a

#

well, i tried yesterday but he said it was hard profilling

#

but it's okay, i do suspect some mods that could cause gc alloc

grand coral
plucky stump
#

nope it wont cause any lag

grand coral
#

👍 Yeah the patch looked very simple so I didn't think so

plucky stump
#

I'm currently learning how HDRP working underhood

#

so I can try to find some options that I can disable to reduce render time

grand coral
plucky stump
#

Oo Burst compiler is working in LC

#

that's nice

plucky stump
#

The first thing that will be in LP (LethalPerformance) is enabling burst in rendering code

#

and in other parts

errant mulch
grand coral
#

It would highlight the hotbar when an item was about to be hit by lightning, but it was never compatible with your mods properly, it would never work with Reserved Items or any additional slots just the original 4 lol

grand coral
plucky stump
#

I'm not at home

#

idk maybe after 6 hours will publish the mod

deep bobcat
#

how much of a difference does burst make?

grand coral
plucky stump
slim silo
#

I would love to test the mod, but i will travel this weekend

#

😔

plucky stump
grand coral
#

☠️

#

No wonder it's ram hungry for people low on VRam hoooly

plucky stump
#

it's actually x2048 texture

#

but 0.5GB is for skybox

grand coral
#

Ahhhhh

plucky stump
#

update got delayed, but we will get more things in the next update

grand coral
#

Ahhh I wonder what else he's adding

grand coral
#

Btw @plucky stump I wanted to ask since I have a friend that is pretty convinced of this, will using things like LCUltrawide lower performance due to increased resolution since the game uses HDRP?

#

Cus in my case I haven't experienced that, I'd say it runs better capped at 1080p

plucky stump
#

ofc increasing resolution will decrease the performance

grand coral
#

What would you cap it to personally?

plucky stump
#

For me meh, use the original game resolution, but my friend with 4k he really needs that mod

#

because 480p on 4k monitor is reallly bad

grand coral
#

Yeahhhh

amber marsh
#

It's 520p actually.

plucky stump
tiny cairn
#

1080p half render = 540p ☝️🤓

plucky stump
#

updated lunx profile to the latest version and here some results:

  • ModelReplacmentAPI doesn't throw NRE every frame (but still do string.ToLower thing)
  • loaf sound api still do string allocation
  • TestAccountFixes still allocating due to checking dependency of television controller
  • MrovLib is still binding config option every log 😭
slim silo
#

Why is TestAccountFixes checking that agony

queen heath
# slim silo Why is TestAccountFixes checking that <:agony:1199993438377091123>

TelevisionController causes issues with the Grab Fix.

And that check exists to fix that.

I'm guessing it's about this:

    [HarmonyPatch(nameof(PlayerControllerB.SetHoverTipAndCurrentInteractTrigger))]
    [HarmonyPrefix]
    [HarmonyBefore("com.kodertech.TelevisionController")]
    // ReSharper disable once InconsistentNaming
    public static bool BeforeSetHoverTipAndCurrentInteractTrigger(PlayerControllerB __instance) =>
        DependencyChecker.IsTelevisionControllerInstalled()
|| HandleSetHoverTipAndCurrentInteractTrigger(__instance);

I did improve the DependencyChecker though. It's no longer looping through all mods every frame

#

Nevermind... I just realised that I'm dumb

#

Next Update actually improves the DependencyChecker 😅

queen heath
#

Turns out, checking for TelevisionController was unnecessary anyway...

grand coral
#

GJ Testy

#

At least you fixed it though

frosty meadow
grand coral
frosty meadow
#

I will try

queen heath
grand coral
#

@plucky stump could you tell @misty rock what he needs to change to fix SoundAPI's issues? Maybe you could push a pr on his github since he doesn't know how to profile it himself?

brave mirage
#

Bongo is a baka confirmed?! 🤯 🤯 🤯

tulip fjord
#

Or hes sleeping

frosty meadow
#

why would you say it like that 😭

grand coral
#

Like just yesterday

#

XD

tulip fjord
#

Damn, sounds like it's gonna stay an issue forever

#

Oh well

grand coral
#

XD

frosty meadow
#

😳

brave mirage
#

eternal skill issues 😔

deep bobcat
#

just fix this other guy's mod for me please

grand coral
#

Maybe Bongo will figure it out we'll see but pr's don't hurt

plucky stump
#

I cannot see the size of render texture from profiler

grand coral
#

That explains the ram usage

#

ShipWindows' Skybox is 2k, optionally 4k if you download the 4k one

grand coral
#

If I worded it wrong probably an Autism moment x.x

#

I slightly edited the message, I think I saw what I did lmao

#

Hope it sounds better

#

🙏

grand coral
#

I hope Bongo manages to optimize the string allocation stuff soon

#

@plucky stump Would this be why I had lag on Auralis earlier after a bunch of dogs spawned in? I noticed it was quite laggy

plucky stump
#

maybe

#

¯_(ツ)_/¯

grand coral
#

;o

grand coral
#

I got very similar fps loss from a Thumper seeing me yesterday which was funny tbh

#

Was convinced it was LR but that might be a red herring lol

#

Especially since I got the same frame drops from dogs today

grand coral
#

He pushed an update earlier for that

slim silo
#

So loafSoundAPI is the last one from the list

grand coral
slim silo
#

Those optimizations better put my game in 1000000000 fps benice

grand coral
slim silo
#

Chilling thekidneystone

plucky stump
#

Oh and Terbium hiding username from logs also causing gc allocation

#

so if you have a lot of debug logs then it will cause some performance drop

#

GC allocs:

mscorlib.dll!System::String.ToLower()
ModelReplacementAPI.dll!::PlayerControllerBPatch.ManageBodyReplacements()
GeneralImprovements.dll!GeneralImprovements.Patches::PlayerControllerBPatch.Update()
UnityEngine.CoreModule.dll!UnityEngine::Object.get_name()
LC-VEGA.dll!LC_VEGA.Patches::GeneralPatches.ReadInput()
mscorlib.dll!System::String.ToLower()
UnityEngine.CoreModule.dll!UnityEngine::Object.get_name()
HotbarPlus.dll!HotbarPlus.UI::EnergyBarManager.UpdateEnergyBars()
WeatherTweaks.dll!WeatherTweaks::ChangeMidDay.MoveTimeOfDayPatch()
mscorlib.dll!System::String.Join()
mscorlib.dll!System::Int32.ToString()
ScanTweaks.dll!ScanTweaks::CustomScanNodeProperties.Update()
FOLIAGE MATERIAL LEAK
plucky stump
#

it allocs on every sound that game requests

#
Call Stack:
UnityEngine.PhysicsModule.dll!UnityEngine::Physics.Query_SphereCastAll()
UnityEngine.PhysicsModule.dll!UnityEngine::Physics.SphereCastAll()
DMDASM.39357E4E.Cecil.dll!::DMD<HitShovel>?-1820379992._Shovel::HitShovel()
DMDASM.BD662577.Cecil.dll!::DMD<>?-1820379992.Trampoline<Shovel::HitShovel>?58948300()
Nyxchrono-DoorBreach.dll!Nyxchrono.DoorBreach::Hooks.Shovel_HitShovel()
DMDASM.56843B9D.Cecil.dll!::DMD<>?-1820379992.Hook<Shovel::HitShovel>?1832997512()
Assembly-CSharp.dll!::<reelUpShovel>d__14.MoveNext()
UnityEngine.CoreModule.dll!UnityEngine::SetupCoroutine.InvokeMoveNext()
grand coral
#

I use no scanner mod now

slim silo
#

DoorBreach? That's unexpected

grand coral
#

DoorBreach I've seen error when trying to hit Snare Fleas

plucky stump
#

wait looks like it's game code causing allocation

slim silo
#

DoorBreach always worked fine with me never noticed fps drop

grand coral
#

WeatherTweaks shouldn't do that according to Mrov

#

If all progressive Weathers are disabled

plucky stump
#
MeleeFixes.dll!MeleeFixes::MeleeHelper.FilterDuplicateHits()
DMDASM.39357E4E.Cecil.dll!::DMD<HitShovel>?-1820379992._Shovel::HitShovel()
DMDASM.BD662577.Cecil.dll!::DMD<>?-1820379992.Trampoline<Shovel::HitShovel>?58948300()
Nyxchrono-DoorBreach.dll!Nyxchrono.DoorBreach::Hooks.Shovel_HitShovel()
DMDASM.56843B9D.Cecil.dll!::DMD<>?-1820379992.Hook<Shovel::HitShovel>?1832997512()
Assembly-CSharp.dll!::<reelUpShovel>d__14.MoveNext()
UnityEngine.CoreModule.dll!UnityEngine::SetupCoroutine.InvokeMoveNext()

MeleeFixes alloc a bit

languid raft
#

there probably isn't much that i can do about that

#

or, at least, i would have to hyper-complicate my approach

slim silo
#

What is PlayerControllerBPatch from General Improvements

languid raft
#

im pretty sure the shovel already allocs by default anyway

grand coral
#

Possibly the Flashlight Fix integration itself

slim silo
#

Ah

#

Fine then

plucky stump
#

Hitmarker looks like instantiate UI stuff on every hit(?)

slim silo
#

I disabled anyway

plucky stump
#

that cause loaf API to kick in

grand coral
#

I like Hitmarker but not enough for it to cause ui spikes

#

I guess I gotta part with it

slim silo
#

Blud is gonna blackmail every modder to optimize his mods 😂

languid raft
#

there is going to be alloc no matter what

#

some functionality just requires it

grand coral
#

Yeah

languid raft
#

it's just a matter of not over-allocating when it's not necessary

grand coral
#

SoundAPI was causing lag due to this

#

Which that lag was recent for me

grand coral
grand coral
#

Basically while holding a flashlight or walkie

plucky stump
#

yeah

grand coral
#

Yeah they should be okay then, they probably alloc on the same level the vanilla ui does then for updating that

#

As long as it's not constantly allocating per frame or over-allocating lol

grand coral
#

I guess slightly more ram usage for now is more ideal

granite ravine
#

just due to all the non-alloc based string options available

grand coral
#

Yeah most likely

granite ravine
#

kind of a thing where it's not really a problem until it is

#

@plucky stump just out of curiousity not asking for any specific case, but are you familar with how unity's canvas dirtying works?

grand coral
#

@errant mulch I wonder if the Energy Bars need to alloc or if they can use a non-alloc based string option like Batby suggested

plucky stump
granite ravine
#

thats kinda what i meant yeah

#

had to do a bunch of research on it last year

#

wouldn't be suprised if a lot of ui stuff, basegame and mods are triggering canvas rebuilds way more than they need to

plucky stump
#

iirc game uses Animator to animate some UI stuff

#

and animator is kinda bad for this due to causing canvas rebuild

granite ravine
#

from what i was told 2022 is recent enough to where that isn't a problem?

#

i could be wrong

#

i know what your talking about tho

#

at the very least tho it would be causing rebuilds of stuff in the canvas that isn't moving every keyframe tho which isn't ideal

plucky stump
#

Just checked and it still a problem

With Animator / Without Animator

grand coral
#

I took out Terbium and SoundAPI

#

I did test BetaTweaks with all the progressive weathers off again after that change and there's still some weird performance issues compared to StableTweaks so I let Mrov know about it

hardy patrol
grand coral
grand coral
languid raft
#

im not doing string comparisons

grand coral
#

Fair

#

I mean if your mod is only allocating a little it probably won't really hit performance much

languid raft
#

FilterDuplicateHits is creating two empty lists (for IHittables and EnemyAIs), then returning it back to the shovel script before it calculates damage

grand coral
#

Ahhhhh

#

I mean I guess if people are really concerned about the allocation stuff you could make that patch a config option I suppose

languid raft
#

on each IHittable I have to check a boolean property (to see if it can actually receive damage) and then I have to check if it's an EnemyAICollisionDetect, and if so, check if that enemy wasn't already added to another list of EnemyAI (to prevent the same enemy from having two colliders registered and damaged)

#

the problem is probably me allocating two empty lists but I don't know any other non-complicated way to do that sort of work

grand coral
#

Hmmmm

#

Yeah that's why for the time being you could make it a config option I suppose

languid raft
#

i suppose, but is it actually causing a perceivable performance impact, in practice?

#

like, have you tried with the mod enabled and disabled and noticed a difference?

grand coral
#

Honestly no, idk if DiFFoZ did though

languid raft
#

that function* is what prevents shovels from dealing double damage to certain enemies as well as other players

grand coral
#

I've never noticed Hotbarplus causing performance issues either lol

grand coral
#

Idk why

#

XD

languid raft
#

i havent noticed that issue but my friends havent played the game a ton recently

#

blame GSG cuz i've been mostly busy with DRG season 5 loll

grand coral
#

I almost wonder if it's a DoorBreach problem

languid raft
#

it's why this next buttery fixes update has been so fuckin delayed

grand coral
#

Since that's the other mod that really touches shovels

languid raft
#

maybe, it's not something i've used before so i'm not sure what it is doing

#

I tried to keep my changes relatively lightweight, the duplicate hit filter is the only part that should be causing issues, if any at all

#

but I think it would take a much more complicated approach to optimize what I'm currently doing with it

grand coral
#

Yeah I guess personally if people don't mind the bug a config option can be added, I never really personally minded Hoarding Bugs being 2 hits for example lol it was mostly the issues with players dying to 1 hit that bugged me XD

granite ravine
#

@languid raft A Hashset would be better for this kind of thing, no?

languid raft
#

possibly

#

i am unfamiliar with them

granite ravine
#

they don't allow for duplicates

grand coral
#

Ooh

granite ravine
#

im pretty sure trying to use .Add with a duplicate just safely fails

languid raft
#

oh that sounds perfect actually

granite ravine
#

faster lookups too

languid raft
#

I need to update meleefixes to fix some bugs with the knife

grand coral
languid raft
#

it is worth clarifying that, regardless, I have to send a list back to the shovel function for it to iterate through targets

#

unless I use a transpiler to rewrite a significant portion of the shovel's damage logic

granite ravine
#

i don't think it would be a problem as it is right now but in theory you could collect the IHittable's in a hashset on a prefix to their creation or something too to avoid the tryget

#

yeah i don't know the context of whether any of this matters or not

languid raft
#

so making it a hashset and then using tolist (if that's supported) might make the benefit negligible

granite ravine
#

btw if your looking for more stuff to look at for your fixes mod there's a pretty gross findobjectsoftype call in AudioPresetTrigger that could be avoided by collecting references on a awake prefix

#

it looks pretty notable tbh but i haven't benchmarked it

languid raft
#

also, part of the problem is that I'm checking a separate list for duplicates - I'm not adding unique IHittables to the list that I'm returning to shovelHit(), I'm adding IHittables that point to unique EnemyAI instances

#

it is kind of a complicated approach

#

I think that a hashset might implement better into the shotgun damage pre-process in butteryfixes though

#

where I don't have to fool around with two separate lists

granite ravine
#

actually

languid raft
granite ravine
#

if its being casted to a list anyway

#

i wonder if you could just cast it earlier then remove from it

#

then you don't need any new list right

languid raft
#

that's what im thinking about

#

right now, what I'm doing is creating a new list, then iterating through the existing list that gets passed into the function

#

mostly because that was just the simplest way to do it

#

I think that I could sort of easily fix that by instead just removing stuff from the original list, which would reduce some of the allocation

granite ravine
#

yee

languid raft
#

although the shovel's targets are sorted by distance, and removing from the list would require iterating through it twice, or iterating through it backwards (meaning i need to reverse the sorting of the list)

granite ravine
#

why?

languid raft
#

or wait

#

I think I'm getting my wires crossed

granite ravine
#

sorted means sorted homie

languid raft
#

well, removing from a list in the middle of a foreach iterator is bad

granite ravine
#

2m, 5m, 7m

if you remove 5m it's still gonna be sorted right

languid raft
#

but I think a for loop is fine

granite ravine
languid raft
#

I'm pretty sure it's already a for loop as-is

#

yeah

#

RemoveAt should be fine

granite ravine
#

the conversation is funny tho

#

because this is all probably worthless compared to the findobjectsoftype call it uses for the sound thing

languid raft
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well

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I do replace a dumb FindObjectOfType<RoundManager> with RoundManager.Instance

granite ravine
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ye

languid raft
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for the shovel's audible noise

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I didn't look too deeply if there's anything else I could replace like that

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relating to the shovel

languid raft
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i'm not seeing AudioPresetTrigger anywhere

granite ravine
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my b

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audioreverb

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AudioReverbTrigger.ChangeAudioReverbForPlayer()

languid raft
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ah

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i was going to say that seems probably ok, since it only happens with teleporters (entrance doors or actual teleporter furniture)

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but it apparently gets called every physics timestep by AudioReverbTrigger.OnTriggerStay

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So!!

granite ravine
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you'd just have to manage your own list of them via patches on awake and ondestroy

languid raft
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will probably move further discussion back over to my thread, but just to follow up on earlier convo, new version of meleefixes utilizes a hashset and removes items from the initial list rather than allocating 2 empty lists, which should minimize performance impact as much as possible

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still need to add some fixes for the knife and test that everything works ok with the refactor before i can release it tho

azure rune
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I mean two empty lists being allocated when you hit an enemy is basically nothing

hardy patrol
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@languid raft I knew there was something weird with how enemies take damage especially hoarding bugs since my Hitmarker mod shows that two hits were registered when hitting once

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It's really weird

languid raft
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yes many enemies have multiple colliders attached to the same hit detector

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and each one will call the damage function

hardy patrol
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That's also why I removed hit detection from players because it was showing 4 messages

languid raft
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players are kinda even dumber

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players only get hit twice but the damage function gets called twice by each hit

hardy patrol
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Someone should report this to Zeekers if nobody has already

languid raft
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which is why you take 4x damage

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and also why it ignores "death resistance"

languid raft
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at least it is one of the reasons

hardy patrol
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Okie

tulip fjord
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@plucky stump Hey are you cool with sending me a friend request? There's something I'd like to ask in dms, sorry for disturbing if you're busy lol

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(Dms locked and friend requests locked lol)

grand coral
plucky stump
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щзутвув вь куйгуыеы

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buh

plucky stump
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fyi all HDRP rendering is just get the list from the pool, do something and return the list to the pool

hybrid finch
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no promises, I'd have to download the latest vers of the game and decomp and figure out what I gotta do to make it work again Sheeee

grand coral
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There's also been a long standing issue where if you try to kill a snare flea while it's on your head with a shovel you can't and DoorBreach gives an error

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lol

hybrid finch
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ok that one confuses me. Zeekerss must've made some big changes

grand coral
iron edge
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why can i hear the text

next nymph
hybrid finch
earnest turret
next nymph
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You probably have to reenable to via Bepinex's config file

earnest turret
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yeah seems like it lmao

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thanks a lot

next nymph
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Yw

earnest turret
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btw do you guys know which sounds are the most taxxing in terms of ram usage for lethal resonance?
I already disabled footsteps and ambient sounds

grand coral
azure rune
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I don't think it should be causing high ram usage, since those strings are noy kept in memory for very long. It's more a performance problem due to the garbage collector having to scoop them all up

grand coral
grand coral
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So it's not wasting extra ram just for a sound reused from the base game XD

steel quiver
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hey @grand coral what’s your current profile code for lethal!

grand coral
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The Terminal patch likes to nuke itself sometimes

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This one specifically, and @abstract gate has stated it can't be disabled

slim silo
languid raft
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"SnapRotateFurniture"

grand coral
languid raft
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controls are different but it still works

slim silo
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ok, and LockCameraAtTerminal?

languid raft
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unsure

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there's too much stuff in generalimprovements for me to want to disable it

grand coral
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Yeah from what I understand that Terminal Patch can be disabled I think

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I need to test though

languid raft
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and the code causing this exception will be skipped

grand coral
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Yeah it needs to be set to -1