#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher

1 messages Β· Page 6 of 1

agile oyster
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which is unnecessary because it never moves, existed to fix a bug that wasn't in vanilla (it was caused by morecompany being incompatible with v65), and also doesn't use the function i linked

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i feel like i remember there being more instances of this though

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like when the player's holding items I think they just have their position and rotation updated every frame

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etc

molten light
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If that came off the wrong way it definitely didn't intend to but by your response you sounded annoyed, I just knew if LethalPerformance was saying something it was one of those occasions where the method was more expensive than it needed to be

agile oyster
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in GrabbableObject.LateUpdate()

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they aren't reparented unless they are dropped in a PlayerPhysicsRegion (cruiser or elevator)

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or placed on a shelf

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IIRC that is it

agile oyster
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it sets a rotation, then calls Rotate() with an offset, then sets position, then adds to position with another offset multiplied by the rotation

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im not actually sure how notable the performance boost of this function would be, especially with that much math going on anyway

molten light
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Apologies @lone depot If I upset or offended you at all, I obviously really love your mod a lot and all the QOL stuff it adds for the cruiser so I obviously wanna see things that could cause some performance issues and stuff resolved cus I don't have the heart to ever remove your mod lol. Also I apologize for that time I thought it was your mod when we had the magnet desyncs and stuff that one day I have no idea what was responsible for that cus we never reprod it but I would imagine it was High Quota Fixes since the stuff it does is sorta hacky, I've since pulled that mod since it did more harm than good in the end

polar willow
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if it's big, I may look into

lone depot
molten light
polar willow
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what on earth

molten light
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Lmao tf

molten light
# polar willow what on earth

Since you're looking into R.E.P.O. I wonder if somehow Lethal could use the Photon voice system that it uses, cus the voice clarity is way better compared to the default Unity Dissonance system that Lethal is using

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Would be a great alternative option for LethalPerformance if possible cus I think Photon is also much more optimized

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and I know it would be able to be tested in Lan and stuff too, unlike Steam's Voice API

polar willow
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I can make debug config option to load steam library in LAN

molten light
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Ooh

vague belfry
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default Unity Dissonance system that Lethal is using

dissonance is not the default

polar willow
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nice, it also works for clients

vestal nimbus
molten light
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Of wait I see what you mean

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It's just not Unity's default voice system

vague belfry
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y e s

molten light
# vague belfry y e s

Kinda surprised Zeekerss went with Dissonance instead of Photon though, after hearing how nice Photon is the game would greatly benefit from it lol

vague belfry
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well

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LC uses Netcode, Photon is a completely different networking solution

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so it's not a plug-and-play switch

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since it would require redoing the entire game

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if i understand it correctly from a quick google search

molten light
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Ah understandable

honest oxide
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That's along the lines of what I was thinking

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When I saw the suggestion to replace dissonance with photon I was kinda thinking "wouldn't you have to rework literally everything that's networked for dissonance then" at the minimum

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Cus from what I remember photon has its own networking suite that's different from Netcode

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It would be way too involved for a minor qol improvement

vestal nimbus
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also photon is yucky

honest oxide
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Didn't know that part lol

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How come

vague belfry
polar willow
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hm, looks like I found another reason why Steam Audio was removed

molten light
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Interesting

vapid olive
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iirc

polar willow
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Photon has voice API that can be independent of photon networking

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iirc

vapid olive
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ahhh

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i see

polar willow
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you will just to have to make 3rd tool to send packets through unity networking

vapid olive
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wait so im out of the loop

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what happened to steam voice?

agile oyster
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steam audio

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the spatialization plugin

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separate thing

vapid olive
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they wouldnt be able to speak

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was weird

polar willow
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you mean my experiment option in the config? It's still there, but no progress to make it better was made yet

vapid olive
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ah i see

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yeah i was wondering if it was iterated on more

molten light
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The one time I tried it it caused a lot of oddities with how people sounded, also it's painful to maintain a mod pack and tell everyone to adjust their settings through Steam

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I see the potential though

vestal nimbus
polar willow
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and more devs are starting using steam voice

molten light
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True

vague belfry
vestal nimbus
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X stands for experience? i always wondered wtf it meant lol

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DX

vague belfry
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yes

vestal nimbus
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photon networking is weird, and it also makes you differentiate between singleplayer and multiplayer explicitly afaik, and i've had friends that used photon's matchmaking stuff which is very bad (costs money for the most part and yeah lol)

topaz sparrow
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is there something left over i need to remove?

polar willow
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I don't see anything suspicious. not sure why it is crashing

topaz sparrow
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i was doing some cleanup and it did run up until i added moon/interior related mods

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adding the AssetBundler mod was not enough, however deleting the cache folder made me able to not crash on start

polar willow
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but repo may switched to use the native audio capture

molten light
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Yeah very possible

polar willow
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and default bitrate is 3kb/s

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which is High voice quality in dissonance

worthy pike
polar willow
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I through I really didn't want to check if the path is absolute, but I guess i need to

molten light
polar willow
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it's more on my end

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because my mod is always expect the file name to be in default path

worthy pike
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Well im not gonna be able to update my mod soon + i think i can fix it assuming i could easily change the value of ES3.Location.File

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And thats a big assumption

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If you can fix it it would be better since it could fix compatability with other mods in the future

polar willow
molten light
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Do we know if the Pre-Release changes are stable enough that a version bump can be pushed to integrate this fix? AnimatedPlink

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As far as I'm aware the only issue was the soft locking of progression if a client left which you fixed

polar willow
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I've played with pre-release yesterday and no issues are found, so I guess yea

molten light
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Yeah I was gonna say when I was testing it that day things behaved really well lol

worthy pike
# polar willow

I dont think that alone fixes it, the error is happening in LoadRawBytes i might be wrong

polar willow
worthy pike
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I dont understand

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Could you rephrase that?

polar willow
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I have 2 different logic if file exists or not, my check was by looking at default directory for the file, and if save file found it process further calling LoadRaw, so ES3 will use FullPath to find the file in the location provided by your mod, and it fails, because it doesn't exists

worthy pike
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I partially understood but its okay, you seem confident that it works. Anyway its your mod.

polar willow
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[1.0.0] 2025-03-10

Added

  • Caching of VehicleController, PlayerVoiceIngameSettings objects.
  • Check for optimization to prevent vehicle to search dropship after delivery.

Changed

  • Make rendering sampler to be included in release build, so dev can use it.

Fixed

  • UnityExplorer may break caching system.
  • PerProfileSaves mod incompatibility.
polar willow
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1.0.0 release with almost 1 million total downloads, thank you everyone. Probably for now on I'll be making less changes to the mods, but still will be around the community here.

molten light
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@polar willow The new update seems to break keybindings for BetterVehicleControls, if I revert to 0.6.0 I can use the scroll wheel to move the shifter and use X to magnet the cruiser but with 1.0.0 I can't

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Not sure why it's breaking it, I remember it being fine when testing 0.0.110 as well

honest oxide
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i was able to confirm this in a profile with exclusively lethalperformance and bettervehiclecontrols, and their dependencies

agile oyster
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lol every time you use those keybinds it does Object.FindObjectsByType<VehicleController>()

molten light
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@karmic crypt you think you can release a patch for BetterVehicleControls?

molten light
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everytime you use the keybinds apparently

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so it's not really the fault of LethalPerformance here

karmic crypt
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if LethalPerformance is caching it then it'd still work fine?

molten light
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I couldn't get any errors in a log so maybe you can check why it's breaking

karmic crypt
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it only does that if the cached value is null or you arent driving the cached vehicle

molten light
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Ah hmmmm

agile oyster
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oh yeah

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i just took a glance to see what was happening under the hood

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but i was looking at the decomp and missed this part

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my bad!

molten light
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Okay so yeah it's something that needs fixed on LethalPerformance's end then probably

karmic crypt
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its cuz LethalPerformance doesnt return the vehiclecontroller

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since RoundManager.Instance.VehiclesContainer contains vehicle physics stuff but not the vehiclecontroller

molten light
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Ah

molten light
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@polar willow Any solutions in mind for the BetterVehicleControls stuff?

honest oxide
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just saw 1.0.1, what was the changelog?

polar willow
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oh forgot to commit changelog update

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just hotfix to remove vehicle caching

honest oxide
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ah ok

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i guess as temporary fix until the vehicle controls thing can be addressed?

polar willow
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yeah

molten light
# polar willow yeah

Btw I did end up setting Dissonance to High Quality with DissonanceVoiceSettings and it helped quite a bit, after the server issues R.E.P.O. has been experiencing I'll admit I'm glad Lethal doesn't use Photon Photon seems to be a bit of a problem child πŸ˜…

polar willow
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yeah, Photon is quite a problem for modding the game

molten light
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Yeah NODDERS

mortal carbon
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Ah I just came in to mention 1.0.0 also seems to bug out mels RV cruiser and cruiserterminal. The first one you buy (if if you have one loaded) is fine, but after that it those mods don't load and you get a vanilla(ish) cruiser

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notably vanilla(ish) bc cruiserimproved changes seem to still be there

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But I assume if the vehicle caching is removed it should be good now

polar willow
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we are going to full unsafe

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but hey, diversity is now working in development build

fallen ember
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bruh you're just removing that function? 🀣

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are the offsets the same between debug and release? i remember zaggy had to use two different ones for PathfindingLib πŸ€”

polar willow
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only debug

fallen ember
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gotta love arbitrary restrictions

polar willow
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can be used to detect where game is stuck in inf loop

fallen ember
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what is that MethodOf call? does it auto-create the right delegate?

polar willow
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is just helper to not use reflection or SymbolExtensions

fallen ember
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don't you need to pass the Action<> thing as a param for the delegate then tilted_head

polar willow
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only if method is generic

fallen ember
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that is the original call even if you do not use it

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i see, monomod allows to not have the delegate action param if you plan on fully replacing the function

polar willow
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@honest oxide you can try to use LP v0.0.120 to be able profile all mods, even they throw exception due to thread safety checks

honest oxide
polar willow
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yep

honest oxide
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gotcha

polar willow
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pushing v0.0.121 to remove stacktrace lags

honest oxide
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btw i forgot to ask what changed in 0.0.120?

dark hollow
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Hi, just wanted to check cruiser caching thing. Do I understand correctly that OnDisable was never called if the cruiser was cached?

polar willow
polar willow
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so any vehicles are not cached properly

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I've removed for now vehicle caching in v1.0.1

dark hollow
polar willow
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yeah, zeekerss passing vehicle container parent to the vehicle, but it gets removed on spawning

molten light
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@polar willow Seeing this everytime I go to the ship

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Is it cus of MagnetLock?

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I don't have a Cruiser rn btw

polar willow
molten light
polar willow
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i really love gale for this

honest oxide
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apng icon?

vestal nimbus
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yep

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it's all mod managers tho iirc

honest oxide
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yes

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r2 shows it too

vestal nimbus
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thunderstore here

honest oxide
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the only 2 mods i know that actually use it are xumisctools and betterlightning

polar willow
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and some interior mod

vestal nimbus
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yeah SDM

honest oxide
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oh yeah

vestal nimbus
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raph asked me how i did it and i just said apng lol

honest oxide
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apng is kinda weird

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most people would much rather just use gif

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so being prompted to use apng is weird

polar willow
vestal nimbus
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LMAO

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6mb icon

polar willow
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and my silly cat apng is 7mb

weary estuary
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what does diffoz tweaks do

flat spade
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am curious

warm fjord
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it tweaks

flat spade
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well yeah duh

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tweaks what

delicate onyx
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Specifically, it tweaks diffoz

flat spade
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idk i get the vibe that it contains tweaks made by diffoz

warm fjord
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ok i stop

flat spade
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lmfoa

polar willow
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currently no tweaks contains

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only one feature, to flash taskbar icon when game waits user input of LAN or ONLINE

flat spade
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taskback icon?

delicate onyx
weary estuary
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any othe rplanned tweaks?

flat spade
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Oh you mean taskbar

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Like having it flash orange to notify you that the game's ready

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Peak

polar willow
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yeah yeah

polar willow
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You can suggest

polar willow
flat spade
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Unfortunate

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tho even just making the taskbar flash when the game's done booting is genuinely fantastic qol even if it's small

polar willow
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yeah, because I just lost time procrastinating due to slow startup

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i've opened github repo if someone needed

polar willow
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thinking to set default limit to 10

polar willow
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ugh, why bepin why

molten light
polar willow
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yeah πŸ‘€

vestal nimbus
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you're telling me i cant just ruin everyone's performance for my own pleasure?

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πŸ˜”

molten light
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Seems useful lol

polar willow
molten light
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I remember I had someone that put on all cosmetics at once before and not only did it kill performance but it also broke their player model

vestal nimbus
molten light
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LOL

vestal nimbus
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oh 91k vertices*

molten light
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One of the base MoreCompany ones at that right?

vestal nimbus
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iunno, i was part of the conversation but i couldnt tell if i got a yes or no for that one

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i think so though

polar willow
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yeah, iirc pikachu ears is like have 70k verts

vestal nimbus
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morecompany my beloved

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the more players and weirdly also cosmetic api

molten light
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πŸ€”

polar willow
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yeah

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hm, let me recheck

molten light
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I don't think it's that one lol

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Oh wait I bet it's the one from ProjectSCP Hats

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LMFAO

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Prolly this one

vestal nimbus
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slightly disgusting

fallen ember
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keep a list of the teleports so during async dungen the game does't cripple itself when doing FindObjectByType each frame for each teleport πŸ˜…

polar willow
vestal nimbus
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jeez

molten light
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Yeah that would be the one from ProjectSCP Hats

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Ooof

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Lunxaras Addons update inc that yoinks that

polar willow
thorny spire
molten light
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@arctic ether Since we're on the topic of unoptimized cosmetics the sizes for the candy cane and cane antlers cosmetics are really large compared to all your other cosmetics, how many verts are they?

molten light
polar willow
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hm, why client disconnect and rejoin after the frame

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very strange

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[10:10:19.2668710] [Info   : Unity Log] Disconnect callback called
[10:10:19.2668710] [Info   : Unity Log] Is server: False; ishost: False; isConnectedClient: False
[10:10:19.2703909] [Info   : Unity Log] Local client connection denied; clientId: 0; reason:
[10:10:19.2703909] [Info   :LethalPerformance] [Cache] DiFFoZ.Find.MenuManager
[10:10:19.2703909] [Warning:LethalPerformance] Failed to find cached MenuManager object
[10:10:19.2703909] [Info   :LethalPerformance] [Cache] DiFFoZ.Find.MenuManager (all objects)
[10:10:19.2703909] [Warning:LethalPerformance] Failed to find cached MenuManager objects
[10:10:19.2703909] [Info   : Unity Log] Displaying menu message
[10:10:19.2713895] [Info   : Unity Log] Displaying menu message 3
[10:10:19.2713895] [Info   : Unity Log] Displaying menu notification: Crew size mismatch! Their size: 12. Your size: 32
[10:10:19.2758966] [Info   :MoreCompany] Unregistered Named Message Handlers
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looks like is because of morecompany

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probably due to lan, iirc morecompany uses steam tags to get crew size

molten light
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Lol fun

polar willow
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or it's just a lot of hacks

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it works

fallen ember
karmic crypt
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Ah I know what you're referring to

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For LAN it passes the client's player count in the connection data then if it doesn't match the host the connection is rejected with an error message

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Then that error message is parsed to get the correct player count which i then update the client's value to and automatically reconnect

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I couldn't work out any other way to pass the player count from the host to the client early enough so πŸ€·β€β™‚οΈ

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^ in-case u were interested as well @fallen ember

fallen ember
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that is supposed to happen in LAN only no?

karmic crypt
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Yeah it does

fallen ember
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because in lunx pack it happens online

karmic crypt
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Are you sure?

fallen ember
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each client connects, disconnects and connects again

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70%

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it's been like 2 weeks since i analyzed that

karmic crypt
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Auto reconnect only happens if steam is disabled

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So there's no reason I can see that morecompany would cause that in steam lobbies πŸ€”

fallen ember
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tilted_head .

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on the topic of passing data to the client before the connection starts i too have not found a solution yet :/

polar willow
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what

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diffoztweaks v1.1.0

  • new icon
  • cosmetic limit option
thorny gazelle
polar willow
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yes

thorny gazelle
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gotcha, thanks!

polar willow
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by default 15 is set

vestal nimbus
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It's kinda funny how high the default is, makes me wonder how terrible the people you play with are

stark marlin
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(I don't really know if it already does it, or if it is even possible to do it but maybe it helps a bit with performance?)

molten light
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@polar willow if you can find what mod is causing the thing with clients in Online mode that Matty mentioned I will gladly pull it lol

vestal nimbus
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you should get rid of bepinex, my inner self tells me its the cause

vestal nimbus
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😭

polar willow
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note for myself:
[faster load] add patch for loadbundle via byte[]

polar willow
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there is a new wave of internet type banning in my region, and now all website behind cloudflare cdn are not working with my previous method of escaping that, currently only vpn works

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so I may be not be here active that much

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or it's cloudflare side problem? eh not sure

old summit
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Whether or not it’s banning why would they keep League of Legends concern

polar willow
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thunderstore doesn't work for me 😭

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rip, now i need to always use vpn to get all mods

vestal nimbus
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F

dark hollow
dark hollow
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and thunderstore/gale works fine for me rn

polar willow
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welp, thunderstore is behind cloudflare

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so it won't work here right now

dark hollow
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cloudflare and thunderstore site works for me too

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I guess I'm really lucky

polar willow
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and on 12am of Moscow time the block got reverted and now everything works fine

delicate onyx
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[Warning:LethalPerformance] Woah! Someone requests to search of all TimeOfDay objects, even if it's singleton

Is it bad that this spams while starting the game?

worthy pike
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Its just another mod doing stupid stuff

vestal nimbus
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since i auto generate my key and section based on itemName etc i gotta figure out a way to edit the key and section to remove invalid characters lol

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this probably works

vague belfry
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regex hell

fallen ember
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πŸ˜…

vestal nimbus
fallen ember
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and i forgot the quotes seems πŸ™ƒ

vestal nimbus
polar willow
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just mod tries wait for the object by searching the specific object that only exists in ship scene

polar willow
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bflap

[1.0.0] 2025-03-22

Added

  • Patch for loading bundle via memory.
honest oxide
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What does this do?

vestal nimbus
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i think it was for the diversity mod?

polar willow
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yeah, it's for mods that are loading bundle to the memory instead of using stream or file path

honest oxide
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oh cool

honest oxide
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just tried it right now, it loads so much faster now

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thanks a lot

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(diversity in particular went from ~6 sec to 0.5 sec for me)

polar willow
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with uncompressed bundles

polar willow
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currently moving unity debug stuff to diffoz tweaks, and now i realize that I need a patcher for diffoz tweaks to be able to patch unity stuff asap

polar willow
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temp hotfix while jacob and wesley are taking break

dark hollow
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sad patcher

polar willow
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πŸ‘€

stark marlin
thorny gazelle
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RuntimeDungeon?

mortal carbon
# polar willow

What bug is this patching again? Also bc I think something else fixes this and I am curious if there'd be issues with them both trying to fix it

mortal carbon
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Ah ty, that's it's own thing then. I know something else patches a jacob/wesley thing and thought it might be the same patch.

polar willow
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Probably today will push experimental release for LP

vestal nimbus
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experimentally break the game pls and ty

polar willow
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discord broke gif menu

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it's just crashes for me

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o

molten light
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New UI really dislikes this server for some reason

sharp sage
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Noticed when searching for messages it'll get quite choppy

fallen ember
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i think the new UI doesn't like the opt-in channels. i've just toggled the Show All Channels and immeditaly it feels smoother

molten light
sharp sage
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Helped for me actually, not sure if placebo though πŸ’€

sharp sage
molten light
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It helps a little but not by much

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scrolling is still laggy in this server

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I think the new ui is just unoptimized dog

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Electron sucks

sharp sage
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Gotta report this bug on the discord mod thread, can't believe they'd release an update without testing smh πŸ˜”

molten light
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I'm guessing they didn't optimize the forum post stuff, cus this is my only server with a lot of those

molten light
sharp sage
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Yeah I just have a very outdated desktop πŸ’€

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Surprised it's still running at all, definitely slows down cooking process

polar willow
#

lp

0.0.122

optimization and caching with entrance teleport stuff
vehicle caching is back
moon caching (ItemDropShip, RuntimeDungeon)

vestal nimbus
#

noice

polar willow
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0.0.123

fix NRE with PathfindingLagFix

molten light
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Yippee

polar willow
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0.0.124

Fix for wait for dungeon to complete patch is ignored

polar willow
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oops, vehicle caching was not on the experimental branch

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will fix it today

molten light
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XD

polar willow
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xd

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i probably should make only tag, instead of full release

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i keep spamming my email

gusty kayak
#

Did an update get retracted? TS says last updated 8 hours ago in some spots

honest oxide
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it's ver 0.0.124

polar willow
honest oxide
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so it doesnt show as newest

gusty kayak
#

Oh that's clever! was baffled as to why Gale put it between things when sorted by last updated while saying 15 days ago, but that makes sense

robust dock
polar willow
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you just finding all entrance teleports on main menu

robust dock
#

wait did I? what the

polar willow
#

Β―_(ツ)_/Β―

robust dock
#

ah right I get the teleports on scene unload, hmm

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I guess I could use the NetworkBehaviour.OnDestroy patch instead to avoid this but I think this is fine

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just stress testing your solution teehee

polar willow
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yikes, experimental branch doesn't work on wesley's moons

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@molten light ^

molten light
#

Rip

molten light
polar willow
polar willow
#

0.0.125

  • fixed moon components cannot be found on custom moons.
  • vehicle caching is back (again).
  • fixed entrance teleports on custom moons cannot be found.
honest oxide
#

Vehicle caching that doesn't conflict with better vehicle controls?

polar willow
#

looks fine

vestal nimbus
#

waiting on vehicle caching to be taken out again

molten light
polar willow
#

my pc is dying with 2 lc lunx modpack in debug mode

molten light
#

I'm still unsure what mod is causing masked bodies to not appear for clients btw, I thought it was Enhanced Monsters causing the desyncs but I also reprod it with SellBodiesFixed

honest oxide
#

wdym masked bodies

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don't you use nightofthelivingmimic

molten light
#

Yes but I don't think it's supposed to cause the body to not appear for clients cus other enemies like Nutcrackers were also doing this

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I might be wrong though

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I prefer Enhanced Monsters though since SellBodiesFixed is just a large mod always loaded into ram

polar willow
#

@fleet aspen is you made the no floppy mod? Can you make a patch to remove coroutine of waiting for floppy disk?

molten light
polar willow
#

no

molten light
#

I figured as much

robust dock
vestal nimbus
flat spade
#

This looks like it'd be one of the enemy-related ones based on the name alone

vestal nimbus
#

it doesnt matter what it's trying to do

#

it's basically doing FindObjectsOfType every frame

flat spade
#

Oh

#

okay yeah that's understandable

#

I think you or someone else mentioned that was super heavy on performance

honest oxide
#

FindObjectOfType is very heavy on performance especially when it's being run every frame

#

Ideal usage of it would only involve running it when something changes, and storing what it finds in a dictionary or cache or something

fallen ember
#

or ( if you have control over the object type you're searching ) just keep your own list by adding objects in Awake and removing them in OnDestroy πŸ€”

fleet aspen
molten light
robust dock
honest oxide
#

entrance caching prevents clients from leaving the ship

#

the landing animation doesn't play and the doors don't open

#

this log is from a client that joined me

polar willow
#

looks like some mods are destroying network objects incorrectly

honest oxide
#

all the ones i'm seeing are during dungeon generation

#

where is says trying to destroy network object

polar willow
honest oxide
#

ah

#

i guess those teleports back to main conflict with entrance caching

polar willow
#

hmm

#

can you send modpack code

#

I'll add some logs where networked object destroyed incorrectly

honest oxide
#

0195e44c-a02a-fc79-fa70-35d1ec5fddb1

#

@unborn cedar probably should see this

polar willow
#

for now I'll add null check

unborn cedar
#

Uh oh what'd I do

honest oxide
#

the teleporter to main in tartarus is causing issues with entrance caching

unborn cedar
#

Entrance caching?

polar willow
#

pushed 0.0.126

honest oxide
#

lethal performance 0.0.125 added it

#

but diffoz said something is destroying network objects incorrectly which may be caused by the teleports

unborn cedar
#

Hm

polar willow
#

it could be other mod doing something wrong

unborn cedar
#

I have a VFX prefab that spawns when you use the teleporter

#

Maybe it's that

#

Its a shitty way to do it but I was tired and couldn't think of a better solution

#

It's pretty much just a light and some particles controlled by an animator that follows the player who was teleported

#

I think I set it to destroy itself but I forget how

#

Not entirely sure, I remember nothing of the code I wrote

honest oxide
#

oh right

honest oxide
#

so it might not be 100% tartarus

unborn cedar
#

Maybe they have similar mechanics

honest oxide
#

the results were the same every time that it didn't play the landing animation and the doors refused to open

unborn cedar
#

I wouldn't be shocked if my code does something silly

honest oxide
#

for only client

#

host still got anim and door control

unborn cedar
#

I mean hell one of my rooms once caused an issue where it killed the entire games lighting system if cull factory was enabled

honest oxide
#

yea

unborn cedar
#

So at this point nothing surprises me

#

Regardless, anything I should be doing on my end? At a later date of course I wake up at 3 tomorrow and I be eepy

honest oxide
#

the thing i'm certain of is that it doesn't happen in 0.0.124 which doesnt have entranceTeleport caching

#

so it's an interaction with that specifically

vestal nimbus
unborn cedar
#

Iirc 90% of that code was just copied from the LC main entrance code so it could probably be improved tenfold

#

I just threw it in, and it worked so I left it πŸ’€

polar willow
#

my code should handle finding object of type fine, we just need to find a mod that calls Destroy on networked object

#
[00:09:29.3185375] [Fatal  :LethalPerformance.Patcher] Bomb(Clone)
[00:09:29.3185375] [Fatal  :LethalPerformance.Patcher] Bomb(Clone) (Unity.Netcode.NetworkObject)
[00:09:29.3185375] [Fatal  :LethalPerformance.Patcher] /Bomb(Clone)
[00:09:29.3185375] [Fatal  :LethalPerformance.Patcher]   at System.Environment.get_StackTrace () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
  at LethalPerformance.Dev.Patches.Patch_NetworkObject.LogStacktrace (Unity.Netcode.NetworkObject object) [0x0004c] in /_/Patches/Patch_NetworkObject.cs:70
  at Unity.Netcode.NetworkObject.DMD<Unity.Netcode.NetworkObject::OnDestroy> (Unity.Netcode.NetworkObject ) [0x00000] in <895801699cfc4b4ab52267f31e2a4998>:IL_0000
[00:09:29.3185375] [Error  : Unity Log] [Netcode] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.
honest oxide
#

these look like LGU items

polar willow
#

looks like it is

honest oxide
#

should i send this in their thread

polar willow
#

because it also logs that it cannot destroy transform

polar willow
unborn cedar
honest oxide
#

@polar willow did you change anything aside from adding more logging to 0.0.126? i just tried to replicate the bug i had yesterday in lan and it didn't work (with 0.0.126)

polar willow
#

no, the logging is not added

honest oxide
#

oh

#

because i did lan testing for whitespike's updated lgu dll today

#

the old dll was replicating the issue in 0.0.125 but not 0.0.126

#

so if logging wasn't included in 0.0.126 what was the change

polar willow
#

in 126 I added null check to prevent exception

polar willow
honest oxide
#

the unfixed lgu dll caused the bug with 0.0.125 but didn't with 0.0.126

polar willow
#

ah ok

honest oxide
#

i'm assuming it didn't happen with .126 because of the null check

polar willow
#

yep

molten light
#

@polar willow @agile oyster Unsure which mod is causing it but Sector A is consistently failing to generate entrances

#

I also saw this error from CodeRebirth

#

For what it's worth I'm trying the Pre-Release atm of LethalPerformance

#

I'll try disabling ButteryFixes rq and see if it repros since I know that touches fire exit stuff

#

Okay it still doesn't generate entrances with Buttery off

#

Gonna laugh if the Interior is just breaking cus the Sector 0 moon generates so many entrances tbh

#

Well I'll find that out right now

#

Okay it seems to be Lethal Performance

#

I swapped back to 1.0.1 and it generated

#

@polar willow is the interior doing something wrong with how it's generating entrances that's causing it to fail with the Pre-Release?

polar willow
#

probably

#

maybe no network object is attached to the entrance teleport?

molten light
#

@fleet aspen Is this the case? Cus I noticed Sector Beta generates fine

honest oxide
#

this is sector alpha specifically right

#

i'll try it right now

molten light
polar willow
#

yeah, im also trying

molten light
#

I set it to 9999 on Sector 0 and reprod it consistently

honest oxide
#

do you have a dynamic dungeon multiplier set

molten light
#

I even reverted the size to default values and it still happened

honest oxide
#

oh that answers it

molten light
#

I had it originally at 0.8 and 1.6

#

but it still happened even with min 1 max 2

#

which are the defaults

honest oxide
#

i could realistically see it failing at 0.8 but at defaults there's something wrong

#

yeah so dungeon did generate (althought really big for some reason) but main entrance is blocked for me

molten light
#

Yeah I was consistently getting it blocked

honest oxide
#

i'll see if fire exit works

molten light
#

and Code Rebirth was sometimes saying the fire exit generations went wrong

polar willow
polar willow
honest oxide
honest oxide
#

it only started after i installed LQ

polar willow
#

entrance teleport is not spawned

#

so that's why

molten light
#

Oh fun, do any other interiors in my pack have this issue?

#

I'm amazed it works in general LOL

honest oxide
#

well uh if you have beanies storage complex that one doesnt have the issue

#

cus thta was like the only modded one i could get to spawn today

#

oh lost edifice doesn't have it either

#

idk if u use those

molten light
#

Wesley's are likely also fine, this would explain why I've never seen masked leave when getting Sector A and Lost Edifice tbh

#

Cus there is no entrance teleport for them to leave

#

LOL

honest oxide
#

wdym

molten light
#

Masked enemies never go outside when you get those interiors

honest oxide
#

i literally just said lost edifice doesnt have the problem

molten light
#

ever

#

Oh ah okay

#

Well in Lost Edifice sometimes enemies derp out

honest oxide
#

if masks arent going outside on lost edifice you have a different problem

molten light
#

I think it's just an interior bug, I've noticed sometimes enemies lag a little and have navigation problems in the main room

honest oxide
#

i'll check sector beta rn

molten light
#

I already tested Beta

#

it generated fine

#

Alpha just needs to have an entrance teleport

honest oxide
#

well then

#

whats another older interior i can check

fleet aspen
#

I haven't inspected if the doors are networked on alpha, it might be that, cause there were a lot of other similar inconsistencies. But the entrance tile itself is guaranteed to generate

molten light
#

lol

polar willow
#

it still there, but it's not networked

molten light
#

Ah okay yeah

#

that would do it

polar willow
#

I think diffoz tweaks is missing physics interaction

#

and I found some API that's adds physics with one method call

vestal nimbus
#

oh hell yeah

#

we have such an amazing and hardworking community

atomic ravine
#

i think mirage needs that api too to make sound physics more realistic

dark hollow
polar willow
#

it does work for me

dark hollow
honest oxide
dark hollow
polar willow
#

diffoztweaks 1.2.0

Taa

#

😼 πŸ‘…

#

and.. 1.2.1 bwah

#

noo i forgot about physics api dependency 😭

molten light
#

It's funny cus I've never even had that JLL bug that 1.2.0 is fixing

#

Clients could always buy items from the shop just fine

polar willow
#

the funny thing is that even using your pack it doesn't work for us

molten light
#

That is so weird LOL

#

Clients buy the action figures and stuff all the time so I wonder why it fails on your end

stark marlin
#

diffoztweaks 1.2.0 makes half of my mods not load...

polar willow
polar willow
#

made log system to see what interior have networkobject on the object

#

even vanilla interior have NO, but looks like only for kill triggers

molten light
#

;o

polar willow
#

also, why vanilla have 2 facility registered

molten light
#

Technically Vanilla has 3 different versions of Facility

#

lol

#

Surprised it only registers 2 does that mean the one originally created for Titan is unused?

#

Extra Large is the one Titan uses in Vanilla, I know LLL changes that by default

agile oyster
#

extra large is not used by anything in vanilla

#

my guess is that it was created for titan at one point long long ago

polar willow
agile oyster
#

but titan uses the base factory with a very large map size multiplier value

polar willow
#

everything else looks good

#

welp, if ignore a lot of AnimatedObjectTrigger

molten light
#

Ah maybe

#

Tbf I'm not a fan of the one made for March either and how it generates so I feel like Extra Large would be cursed

molten light
#

That or maybe it just generated too large at the time

#

Unsure

honest oxide
molten light
#

Ah lol

honest oxide
#

the map size modifier is still really high

#

and just going off of LLL's default settings extra large wasn't used by anything

#

just level1flow and 3exits

molten light
#

My guess is Extra Large was used for it before he added the map size multipliers then

honest oxide
#

probably

molten light
#

3 exits is already weird since we know the normal facility can generate more than 2 just fine

honest oxide
#

i still think that's a side effect of LLL (unless batby would like to say i'm wrong)

#

cus march is still the only vanilla moon with more than 1 exit

#

i just don't think he accounted for it until march came along

molten light
#

I doubt that and the reason being is how often Mineshaft fails to generate more than 2 properly

#

but maybe I'm wrong idk

honest oxide
#

i just attribute that to mineshaft having strange generation

#

it also doesn't spawn on march

#

only on planets with 1 fire exit

molten light
#

I've had it on March before when Rebalanced Moons allowed it

#

In fact there was a bug at one point that made it only generate Mineshaft pretty much lmfao

#

Idk if RM still does this btw

honest oxide
#

yeah but that's with rebalanced

molten light
#

I mainly use it for Titan

honest oxide
#

it's not allowed to spawn on march in vanilla

molten light
#

doesn't mean it can't though

honest oxide
#

it literally can't

#

theres no weight for it

molten light
#

Yeah but that's cus Zeekerss didn't set it, you can still set it to with LLL and it will likely generate it

honest oxide
#

that's what i'm getting at

#

it probably can't generate the fire exits for march correctly in base game

molten light
#

March might be my least favorite Vanilla moon nowadays tbh, when I first started playing it was my favorite but I replayed it a few months back and did not like the facility generation and how sparse loot was at all

#

It's such a weird moon

honest oxide
#

that's cus march has a size mult of 2.0

#

and not a lot of loot compared to titan which has 2.2

molten light
#

Yeah at the time I think I liked it most cus March was the most unique

#

when Adamance came out that quickly became my favorite starter moon

#

For a while before that I started off on Ass a lot though cus it was the best for loot

honest oxide
#

before v60 it was the ideal forest moon cus vow didn't have the buff from mineshaft and adamance got too hectic later in the day

molten light
#

I actually still loved Adamance though despite that lol

honest oxide
#

march's loot pool was pretty much vow's but better

#

yeah i liked adamance a lot too but it does ramp up like crazy

#

march doesn't have as extreme of a spawn curve

molten light
#

Well Adamance is high risk high reward

#

so it makes sense

honest oxide
#

i think that's ok

#

cus it's supposed to be the most difficult free moon before moving on to the paid ones

vestal nimbus
#

multi fire exit generation was made possible by LLL afaik

#

vanilla cant do more than 1 or 3 as far as i can tell by itself

polar willow
#

yeah

#

LLL search global prop by id and sets range to spawn to match fire exit count on moon

thorny spire
#

Isnt it just actually impossible to make other interiors spawn on March without doing extra stuff lol

vestal nimbus
#

yeah, since it's set to be the 3 fire exit facility

polar willow
#

log of how many fire exit global prop (id 1231) spawnpoints on flows

vestal nimbus
#

whats it mean if there's 0?

polar willow
#

welp idk

#

maybe I did something wrong to calculate

polar willow
#

ok, found the reason, forgot to include doorways

vestal nimbus
#

does that mean mineshaft supports only up to 6 fire exits?

#

or is it like there are 6 tiles that can generate a fire exit

polar willow
#

it means that all tiles only have 6 points for fire exit, only if duplicated tiles are not allowed

#

and only 3 tiles can have fire exit

vestal nimbus
#

that explains quite a bit about mineshaft on absurd moons like cosmocos

#

i wonder if you're able to read whether the tiles are able to duplicate there too

agile oyster
#

size multiplier has existed since before v9

molten light
#

That's cool that LLL does that tbh

agile oyster
#

meaning it was either created later, or zeekerss added it to roundmanager after v9 even though it was already no longer in use

#

not sure

polar willow
#

1.2.2

  • Removed hotfix of JLL :(.
vestal nimbus
#

would it be worth doing something like going through all enemyAI's, doing GetComponentsInChildren<EnemyAICollisionDetect> to their prefab, and if the collider is a trigger, messing with the exclude/include layers?

#

or is stuff like that too smoll to be noticeable/relevant

#

i know something similar was done for like audioreverbtriggers in reverbfix by jacob (i think anyway)

#

and enemyaicollisiondetect only ever cares about interacting with enemies and players

#

i was spawning a bunch of dogs (probably over a 100) and noticed my frames dying to 2 fps despite a decently good pc, so i went to profile it (i turned off imperium cuz i felt it was unnecessary) and all of a sudden stuck around 50+ fps even with 100 dogs, i think imperium just couldnt handle that many dogs lol but i just noticed the enemyaicollisiondetect update method kind of popping out (i know that it's with a lot of enemy's though)

#

my first time doing proper profiling with parameters and a seed greed

#
        var enemyAICollisionDetects = self.GetComponentsInChildren<EnemyAICollisionDetect>();
        foreach (var enemyAICollisionDetect in enemyAICollisionDetects)
        {
            if (!enemyAICollisionDetect.gameObject.TryGetComponent(out Collider collider) || !collider.isTrigger) continue;
            collider.excludeLayers = ~LayerMask.GetMask("Player", "Enemies");
        }
``` this is all im doing on the enemyai's start just to test it temporarily lol
#

average draw calls went from being 2000~1200 to 1400~600

#

i dont know why it feels like every next frame is doubled in draw calls

#

and i dont really know the significance of the improvement

#

but it feels good?

#

@polar willow pinging you because i need your opinion greed

#

is it time for XuTweaks to be a reality

agile oyster
#

i dont understand how changing exclude layers on a collider affects draw calls

#

but this does seem like a good change

vestal nimbus
#

on the OnTriggerStay of EnemyAICollisionDetect

#

but yeah i dont really understand it either

#

i just assume lower number = better

agile oyster
#

reverbtriggerfix hasn't displayed any noticeable issues from filtering to player/enemies/playerragdoll

#

and it has the same player/enemies tag filtering

polar willow
agile oyster
#

unless maybe one of these functions is drawing gizmos or something but i dont know if that is even counted

vestal nimbus
#

there was the audioreverbtrigger's OnTriggerStay stuff also triggering under the EnemyAICollisionDetect's, i think that's why it says 2

polar willow
vestal nimbus
#

i take horrible screenshots i can reload the game rq though

#

oh

agile oyster
#

in any case

vestal nimbus
#

yeah i dont know where i got the "draw" from

#

it is calls

agile oyster
#

i think this change would be good to make yeah

vestal nimbus
agile oyster
#

it should be perfectly safe in vanilla

vestal nimbus
#

there we go

#

yeah

agile oyster
#

and idk any mods that would break this behavior

#

most mods are probably just using base enemyaicollisiondetect behavior

vestal nimbus
#

i might just look at random stuff like that, i'd also wanna test PlayerPhysicsRegions and see how that performs but it'd probably be similarly beneficial to do the same excluding

agile oyster
#

and doing custom stuff in their enemyAI

polar willow
vestal nimbus
#

yeah, the high end being 1300~1400

agile oyster
vestal nimbus
#

low end being 600~700

polar willow
#

1400 total calls or 700 per fixed update is good

#

compared to 1000 calls

vestal nimbus
agile oyster
#

im not sure how exclude layers affect raycasts

#

it might cause issues with dropping items in a region, depending

#

also a patch would need to account for different objects having multiple colliders

#

old birds' physics region (which has to be added back with a mod, in fairness, but i mention it anyway) has 4 colliders and only 1 is a trigger

vestal nimbus
#

oh true

agile oyster
#

there's a solid collider for each shoulder and the head

vestal nimbus
#

it's all in one gameobject?

agile oyster
#

yes

vestal nimbus
#

assuming it's setup right, i can just grab the collider from the playerphysicsregion

agile oyster
#

also now that i think about it

#

i think the main thing that would be likely to cause issues is just the possibility that mod devs could be attaching multiple scripts to the same trigger

#

idk if anybody's actually doing that

vestal nimbus
#

i dont think people would necessairly do that with EnemyAICollisionDetect or PlayerPhysicsRegion

agile oyster
#

but that's the main thing i worry could break, in case someone is

vestal nimbus
#

yea

#

worst case scenario i'd just add a blacklist with enemyName

vestal nimbus
#

i was talking a bit about it with zaggy, but since you're the person who caches it all, have you thought about turning a bunch of the string parameters in zeekerss animators into hashes to save the StringToHash operation unity does each animation parameter call? @polar willow

polar willow
#

hmm, I can try to replace all calls to use hash, not sure for a big change in performance tho

vestal nimbus
#

might not be a big change, i wanted to try it but my transpiler skills are nonexistent lol (plus i wasnt sure of a good way to store the hashes for each specific string)

polar willow
#

cache everything!!

vestal nimbus
#

if you're not caching every single possible thing, you're not doing it right

#

next lethal performance update caches all different variations of new WaitForSecond the game uses

polar willow
# polar willow cache everything!!

and then some mod decided to search every landmine every second and my caching is blows everything, because landmines are not cached 🀯

polar willow
#

who knows

#

maybe someday we will see that mod

molten light
#

Btw do you know what affects boot time most atm outside of things like Scraps, AIO LLL bundles and MoreCompany Cosmetics? I would guess Interiors might since they always load into ram

polar willow
#

isn't I send list of mods with load time here?

molten light
#

You might have at some point

molten light
#

EnemySkinRegistry makes sense tbh

#

WeatherRegistry and MoreCompany are quite slow, MoreCompany is mostly due to cosmetics I noticed

#

Likewise EnemySkinRegistry is likely how many skin mods you have or how large the enemy skin mods are

#

ShipWindowsBeta seems quite slow

#

I knew SDM was slow to load

#

GI is surprisingly slow tbh

#

CR sped up quite a bit when I disabled the gals

#

lol

#

TakeyPlushies I removed but yeah I saw that spammed a lot of console stuff on launch that slowed boot times

#

It was concerningly slow

#

Enhanced Monsters should be faster than SellBodiesFixed right?

#

Cruiser mods are admittedly slower than I would have expected them to be

#

@polar willow I wonder what is so slow in GI and Buttery Fixes

#

πŸ€”

polar willow
#

patching

molten light
#

LethalSettings can just be disabled when not needed to prevent that from slowing down things tbh

#

it's mostly useful for configuring a few things in Mirage

#

LethalElements is quite slower than I thought it was lol

#

Same goes for ScienceBird Tweaks

#

Why is Emergency Dice adding 960ms to load times though?

#

Is it cus of the features like the debug menu and stuff?

#

Cruiser Additions I can just remove, it's nice for the feature of moving items into the ship but I'm trying to debloat the pack and reduce boot times before I play Lethal again eventually lol

#

ShipWindowsBeta feels so insane compared to how quick Fumo and Mel's mods load

#

Wtf

#

lol

#

Good to know Starlancer's load pretty quickly btw, I pulled them since AIO bundles slow LLL down on loading bundles but I really love StarlancerZero so I'll add them back in

#

I felt like SDM and a few other mods affected it more

#

Replacing Loadstone Beta with Stable will probably help with Loadstone's Boot times, for some reason the size difference is insane

#

Why is Beta 3.2mb?

#

lol

#

I only had it cus I needed the blacklist feature for Art Gallery before but that got merged into stable

#

I'm gonna guess it's cus Beta has the extra Object Pooling feature potentially

#

@vale flower Am I correct here? πŸ‘€

#

God we really need an optimized emote mod tbh

honest oxide
#

Is TME not optimized

molten light
#

It adds almost 2000 ms to boot times

#

lol

#

Maybe optimization isn't the right word here but that is a lot to add to boot times tbh

honest oxide
#

Frankly with the amount of animation files it adds, 2 seconds isn't much

molten light
#

Fair I suppose

#

It's more reasonable than TakeyPlush doing it

#

Dunno if I feel like LethalElements should add 2s to boot times though

vale flower
molten light
#

Ah that explains it lol

polar willow
#

I've pushed off-branch lethal performance 0.0.127 with behaviour caching, if no major issue happen, then I'll merge it to the experimental branch

worthy fulcrum
#

why does lethalperformance keep boosting itself up the recently added/updated mod list even though it got no updates according to the changelog and "last updated" text?

honest oxide
#

they're numbered 0.0.12x

#

so modman doesnt think theyre the most recent but it still brings it up as a new version

#

also just diffoz not keeping a changelog

worthy fulcrum
#

buh

#

i see

polar willow
#

no changelog is also because thunderstore returns it from the latest version, so from experimental you won't see updated changelog

honest oxide
#

oh, right

polar willow
molten light
honest oxide
#

Preferably .127, from what I know it doesn't cause any issues

#

(That the previous versions didn't cause from things like unspawned entranceteleport)

molten light
#

True

polar willow
#

from what I understand:

  1. Tolian interiors
  2. Sector Alpha interior
  3. Tartarus interior
  4. Map Improvements mod

are not spawning entrance teleport correctly

#

or if matty would release entrance teleport fix & optimization, then I will probably just add thunderstore dependency on that

honest oxide
#

also i agree it would be better to push that on stable when everything else gets fixed

#

luckily it seems like an easy fix in most cases?

molten light
#

@polar willow is this cus of LethalPerformance? The main entrance that generated was above the stairs, and this generated here in the original spot for some reason, I walked into it for science and died LOL

#

I've never seen this happen before

#

πŸ˜†

#

but I was testing 0.0.127 here

polar willow
#

lol

#

let me check that tile

honest oxide
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oh i've seen that too

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didn't really attribute it to this mod though

polar willow
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can some mod add cutoff for doorway?

honest oxide
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uuuh

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my best guess is chameleon

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but idr if it replaces that door object

molten light
agile oyster
#

i dont touch this mesh (or this room in general) in chameleon

molten light
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01960a00-31eb-5565-e9c3-2b0a4a6e0a6e Here's the pack I was running as a test, moon was StarlancerZero and the seed should be in the log

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I wonder if it's cus I swapped out Loadstone for the stable version somehow

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otherwise my guess is it's one of the recently updated mods

polar willow
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not loadstone

molten light
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Got ya

polar willow
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it's some mod that changes this tile mesh

molten light
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@vapid olive is RebalancedMoons touching it at all?

vapid olive
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I don't change tiles

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the only thing interior related I do is allow march to generate other vanilla interiors out of the box

molten light
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Well some mod that recently updated in my pack apparently is touching tiles I just dunno what

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lol

vapid olive
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but like, i dont do anything to change how interiors look or generate

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im saving that for another project

molten light
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I doubt JLL touches tiles but that is one of the things that recently updated among with a few interior mods

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and I can imagine an interior mod might do it

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Maybe LC Office?

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Actually I wonder if Wesley accidentally left something in cus he messed with Interiors for his April Fools update

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I'll shot him a dm

vapid olive
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lol wtf ya theres no hole there

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haunted game

molten light
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I would guess it's most likely an interior mod but I did dm Wesley just incase

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lol

agile oyster
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i think there used to be a hole here before v62

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when the main entrance always generated at the bottom

molten light
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Yeah

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Lemme test disabling LC Office

agile oyster
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if a mod is still referencing the old mesh (for example, doesn't generic's backrooms interior have a manor start tile?)

molten light
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It does but I've not seen it happen before with his interiors

agile oyster
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maybe sponge mesh dedupe is fucking up

molten light
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Worth testing disabling that though

molten light
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Lemme check

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Okay de dupe meshes is on

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However I've had Manor plenty of times and not seen that

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But you could be onto something about it being cus of Generic's

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Not LC Office

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testing disabling Generic's

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Once I isolate it I'll test with de dupe off

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It's cus of Generic Interiors

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@restive minnow

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Let's see if it's a de dupe issue now or a Generic issue

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I'm leaning more towards Generic since I'm unsure why de dupe meshes would replace tiles but I'm more than happy to be wrong lol

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Okay well

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it's a thing with Generic's + de dupe meshes

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Thanks Lethal Sponge

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lol

molten light
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lol

molten light
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It's replacing that tile with the one from Generic's Backrooms Manor one

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a fix could be if Generic feels up for updating the tile to the one without the hole but I feel like that's unnecessary

restive minnow
molten light
restive minnow
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If it was replacing it with my entry tile it would also have facility and a massive backrooms section under it

molten light
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I think it just replaced that specific wall tile but not sure lol, I did see a lot under it when I walked into the void and fell to my death

honest oxide
molten light
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Yeah that setting comes off by default now, I just never turned it off before cus it didn't cause issues

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LethalSponge at it again

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lol

honest oxide
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i mean

molten light
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Still was kinda funny to see that happen at least

honest oxide
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i interpret the sponge deduping settings as a last resort for low end machines

molten light
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de duping is a good idea but in reality it's more problematic than beneficial

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Yeah

honest oxide
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like 7 year old integrated graphics kinda last resort

molten light
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My WIP update to my pack has optimized things quite a bit btw, I pulled a lot of stuff and stripped it down there was so much that I felt like was just extra bloat

honest oxide
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like what

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ever since i found the problem child in mine its just gotten bigger lmao

molten light
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some moons and interiors, but mostly a lot of the small mods like AutoScroll and other stuff that I just didn't need

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or mods that made stormy better, I rather just disable stormy

honest oxide
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oh you mean that one that makes nothing conductive

molten light
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Cus the more mods the more the game has to load, the longer it takes to boot

polar willow
molten light
#

so pulling a lot of those small unnecessary mods that aren't useful helps

molten light
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I also pulled some mods like the NymphBracken, I like her but I wish she was her own enemy tbh

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not a Bracken replacer

honest oxide
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i stopped using betterlightning because it would spam errors

molten light
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That I never ran into

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lol

honest oxide
#

it also was just something that didnt really matter to me

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i only noticed its effect like twice

molten light
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Lmao fair

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I think I've removed and switched out too many things at this point to put it into a changelog

honest oxide
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fair

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since i upload on ts i just write the changelog in real time

molten light
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I somehow found out LobbyImprovements was what was causing the weird stuff with the shutter switch in ShipWindowsBeta when I removed it, cus I didn't feel LobbyImprovements did enough

vestal nimbus
honest oxide
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what was it doing with the switch

molten light
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after removing it it the switch no longer does the sound every time someone joins or leaves the lobby, the voice line for the ship landing also works and is no longer broken

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Idk why LI was causing that stuff but it was

honest oxide
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did you bring it up to 1a3

molten light
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I did and he had no idea why lol

honest oxide
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do you notice if it spams that sound when doing lobby open or lobby close

molten light
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I also let Test know so maybe when he's feeling better from being sick he can figure it out

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Well the sound would kinda play spammed when landing the ship with a lobby of people remember? It would stack the sound to play per player so you would hear it click multiple times when it closed to land the more players you had lol

honest oxide
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uhhhh i think after the lever anim was done

molten light
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Yeah

honest oxide
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i just know it spams when doing lobby open

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it probably does it for each unassigned player object

molten light
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Mhm

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There's probably something that LobbyImprovements hooks into that TestAccount also has to hook into and there's some weird behavior of some sort

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I'm sure him and 1A3 will figure it out

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But now that I think about it, I wonder if that's why when in just a lobby of 2 people there's sometimes an extra empty player head you can see while dead from Poltergeist as well, some oddity from LobbyImprovements

honest oxide
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i don't think i've seen that

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where was it

molten light
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I mean you won't see it unless you die

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lol

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But it's happened a few times for me

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I just always guessed it was a random Poltergeist bug

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lol

polar willow
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sadly with all optimization enabled it causing some issues with inlining

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if I disable aggressive-inlining then works fine

robust dock
#

although I suppose game logic isn't likely to benefit from that so much as low level implementation

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others might be more significant

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very interesting

polar willow
robust dock
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oh god

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I see

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not a fan of that pattern anyway but if it's in an API I guess we're stuck with it

fallen ember
alpine raven
agile oyster
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curious how the vertex count could be identical