#Lethal Sponge
1 messages ยท Page 3 of 1
That's an interesting one. I'll take a look at that too
will try next time i'll play
ok will discord let me upload a clip
its in french so good luck, but basically i could only hear purple-hat, lidl suit could only hear me but i couldnt hear them ect...
Okay, just uploaded 1.1.1. This should fix all of the collider issues.
* Fixed mesh deduping to also consider `isReadable` when comparing meshes.
* Fixed mesh simplification to preserve `isReadable` when simplifying.
* Added "scavengerplayermodel" to `deDupeTextureBlacklist` defaults.```
oh cmon, I just put the playermodel in the config ๐ญ ๐
That's still good to do regardless, as mod updates don't update config defaults automatically.
btw scoops, should i clear the config ?
Once you get 1.1.1 you could clear the deDupeTextureBlacklist to get the new default, or just add "scavengerplayermodel" yourself.
Ahh, it's because Upturned Variety replaces the models on SyncScrapValuesClientRpc and Sponge generates LODs earlier on GrabbableObject Start.
That one might be a bit tricky to fix. I'll try to think up a way to account for later model swaps.
I'm trying out various fuifkas scrap items now and they all seem to be generating LODs properly.
The only thing I'm seeing is that since the book is so small it does have a little bit of pop-in when you get far enough away, but you can fix that by lowering cullStart so that it culls meshes later. 0.01 should make the pop-in unnoticeable.
Is that just for all small items? And does changing that make anything perform worse? (Also thank you for taking time and checking it out! )
So the way LODs work is it picks a LOD based on how large the mesh currently is on your screen.
So 0.01 means that if the item is less than 0.01% of your screen, it gets culled. This means larger objects get culled further away, and smaller ones get culled closer.
It's specifically height too, so short objects like the book get culled even earlier than the same sized object but upright.
It shouldn't effect performance, objects will still cull when very far away.
Whoops, got my decimals wrong, 0.01 means 1%, not 0.01%.
but anyway, default is anything smaller than 2% of your screen, but 1% should eliminate pop-in from small items and not effect performance in any noticable way.
Thank you! So I just need to set cullstart to 0.01?
Yup, that should make them cull from further away.
Honestly you can set it even lower if you manage to still notice the culling at 0.01
Just uploaded 1.1.2 as well. Improvements to Audio and Texture deduping.
* Audio Deduping now takes into account Length, Frequency, and Channels.
* Texture Deduping will now never dedupe Font Atlases.```
1.1.2 should fix this issue, and possibly the voice chat one if it was Audio Dedupe related.
will message you again after i test
yeah i had to do it after start() because otherwise it would cause my alternates to sometimes overwrite the icons generated by runtime icons
so i just did it in that function since it's when vanilla items change their variant as well
your LOD patch might actually have trouble with easter eggs if it happens in start()
because easter eggs change their appearance via mesh, not texture (they are all part of a single atlas)
Interesting, I'll have to keep an eye on them for that.
I hook into start to handle scrap that spawns in after the initial dungeon generation, but maybe I can find something a little later that will still catch scrap that's spawned in late.
for anyone that might be having this error spammed while landing, i was able to stop it by using this blacklist
cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002
generally it seems anything that gets caught in the CollisionMeshData errors can be put in the deDupeMeshBlacklist
sponge breaks art gallery from wesley's interiors a bit, causes the enemy statues in the basement to use the wrong textures
i think it's dedupe textures doing it
does it show any errors in the log
cus if it mentions any specific textures you could probably add them to ther texture blacklist
I feel like the deDuping is doing more harm than good atm I will likely just disable it
Was this with the latest version? Can I have a profile code if so?
I have too many mods to go through figure out which meshes and textures might need blacklisted ๐
01959d4b-67a5-b375-12d2-00e9e18e7647 i already applied the config change, so you'd have to set it back to default
i really just judged it by what was listed in the errors
I'm more so worried about interiors having issues
And yeah, the museum models all use non-unique names and formats, so they'll get caught.
since I saw the report about Art Gallery
Are any interiors having breaking issues? I know art gallery has texture issues but I'm not aware of any gameplay effecting issues
Unsure if there's any gameplay issues lol, I am curious if textures and stuff in other interiors break though
none of the ones in my code seemed to have any issues
but i don't run wesley's
Waow hating Wesley are we?
don't kid yourself
Lmao I gotta troll you
I run wesleys with my group and we haven't had any interior issues, but Art Gallery is the only interior that hasn't shown up in testing
It's rare to see someone not use Wesley's stuff lol
Art Gallery is sadly just going to be an issue unless the textures are renamed, or if you just add them to the blacklist.
i use some of the moons but the interiors were sucking up a lot of ram
Interiors are some of the heaviest RAM mods, as they're always loaded
moons have hotloading but the interiors don't
True, it's just a matter of what interiors you use
i might have to give it another try cus i got rid of a lot of other stuff, but removing wesleys freed up at least 1gb and maybe more
I know Winter also has Lost Edifice which is like 30mb but I removed that one cus it has a few bugs and the dev refuses to fix it
what kinda bugs on lost edifice
Saying it's in a good state despite people finding scraps spawning in walls and stuff
the biggest one outside of the things people have reported imo is if you put it on any moon that generates a big interior, it has a lack of tiles so it will generally generate the same tile constantly to fill the gap, usually ending up being the parkour tiles which are kind of not fun lol
and interestingly enough on moons like Experimentation it generates a bit too big so loot is scarce
it just needed some more love before the dev decided to take a break lol
so dynamic level scaling might help it then
as far as stuff spawning in the walls, it isn't a super big deal to me, do hope it eventually gets fixed but i won't stop using it until then
cus i'd consider lost edifice as being one of the best interiors by aesthetic alone
(gameplay is a different story but it wins out in the looks department)
Uploading 1.1.3 now that will fix all of these.
* Mesh Deduping will no longer dedupe collision meshes that are marked as non-readable.```
Seems like some of the modded meshes were marked as non-readable while being collision meshes, so when the deduping happened Unity got tripped up generating the collision data. For now I'll just exclude that kind of meshes, hopefully later I can find a good fix for generating the data but not having to make the meshes readable.
with all the LOD stuff and thing you've been doing to moons and models in general, is there anything moon creators or people in general can do on their end that help that are a bit more niche than the general unity settings?
Honestly the biggest and easiest thing that modders can do is work on their naming conventions.
Sooooo many mods (and base game) name their models things like "cube" and "circle", and have textures with identical names to base game textures.
I check a lot of extra stats while deduping, but even with checking things like dimensions and format it still gets false positives for things like the Art Museum statues that are just identical in nearly every way to the base game textures but color.
ah right, i remember having to go through toystore once to put things on the proper layer and name checking wouldnt work because it's all Cube lmao
But beyond that, generally being aware of asset sizes and import settings can save a lot of RAM/VRAM. I might do a quick writeup sometime for pointers on how to reduce mod memory usage.
I've been seeing plenty of textures that are 2k size but all one color, audio files that are barely compressed, meshes that are tens of thousands of vertices for small objects, and things like that.
icic, so far im good.
another thing that pains me that i see people (zeekerss too) do is just put a mesh collider on their model without making a simplified version of their model first 
i think that helps anyway
Yeah... mesh colliders are very expensive in general. Ideally you should only be using simple meshes with them.
any model that needs a mesh collider i make sure to trim, this model was inspired by zeekerss' own water tower but his is just as it is lol
in assurance, not even on the playable map, and it's given a collider, especially with railings like those smh
h ow do you texture thesee
they're unwrapped then put into substance painter
i have a question about that but i would rather dm you lol
rodrigo models, textures and animates everything but im constantly with him so i've seen the entire process a million times lol
but yeah feel free to ask
i havent seen the light of the sun in ages
can someone explain what the latest LS update does? I'm wondering if it has anything to do with the cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002 thingy
@scenic ocean maybe this is the thing for Art Gallery?
I saw that error when landing on Cubatres and I had Art Gallery that game
Left : version 1.0.9
Right : version 1.1.0 till latest version
tf happen
Probably cus of DeDupe Textures
i was always thinking that something was missing from that plushie, now its great
It's either that or GenerateLods
thats what I initially thought and disabled it but does not fix it
Try turning off GenerateLODs
DeDupe Meshes then prob, check log for errors
I have it disabled
๐คทโโ๏ธ Did you even try testing if 1.1.3 fixes this?
It might be that the scrap has a complex mesh
already tested it in 1.1.3. i'll try diabling the complex meshes fix
Yeah if that doesn't fix it then I would test changing max texture size to 2048
Cus at this point that would be the only other new thing added
it reduces max texture sizes to 1024 now
But to me the mesh of the face looks like it's stretched
so I'm assuming the mesh is getting distorted
reminds me of people who post scrap with 700k tri's for simple objects
reducing the frame rate massively isnt an issue at all, it's just part of the lethal experience clearly
I do wonder if this number is a bit low though, not sure what is considered reasonable however
some would consider that on the high end, i dont think its too low lol
Yeah I was gonna say if it ends up being complex meshes messing up that scrap then the highest I would set it to would prolly be like 10k and see if that fixes it
i doubt that scrap itself is above 5k vertices, though the modpage might have the answer
Yeah, ZigZag mentioned the scraps are pretty optimized
Prolly
Generally I don't think scraps usually go above 15k though
still 12.5k verts is a lot
yay
Yeah try increasing the cap for the setting to 15k
it is yeah
Should cover those edge cases
i wanna see someone do that option with this https://thunderstore.io/c/lethal-company/p/Zehs/ArietePlush/
I remember Crit saying the Takey Plushies are 7k, and they have quite a bit more detail
LOL
the takey plushies are so incredibly low poly, how they're 7k i have no idea
I mean so is that Fumo scrap in PremiumScraps and it's 12.5k
I remember just putting one in the chute after Crit mentioned how many tris it has and instantly feeling the performance of the game increase
LOL
yeah, but there's a big difference in an actual plushie with features to it, and something that is just basically a circle with hands and legs
lmao fair
the plushie i posted above is 700k tri's
awesome
@scenic ocean Prolly a good idea to change the default setting for Complex Meshes to be 15k instead of 5k since some custom scraps get nuked by it, generally I don't think scrap mods go above that ๐
reminds me of the guy who posted his ai generated gun model that had like 1.2 mil polys
Someone sent Crit the model and Crit didn't check it til after I asked him about the file size of the mod
Lol
i didn't quite understand what the issue was until i did a miniscule bit of blender
Big oopsie moment
and crit never fixed it 
I think he plans to replace the model and give the scrap functionality eventually
But yeah it's odd it's not been fixed
biodiversity all over again
me and rodrigo got sent a 1.5m tri sword to look at and fix lol, turns out the reason it was so high poly was because the person opened the high poly version of the model and didnt see the low poly lol
lmao
yey fixed
yall need to stop making ur models so high poly this almost looks like you just sculpted it and exported it
low poly game does not need high poly models
(it's not his sadly)
I mean if anything is going above 15k that's just absolutely wild
I feel like 15k is a good limit, some models I believe are naturally gonna just be close to that when it comes to custom scraps
one of the scrap pieces on the ship on our last run was 93k verts
it was a box
i counted the verts id need to exactly replicate the shape with an acceptable level of detail, such that it was nearly indistinguishable aside from close inspection
that number was 44
was this counting petty? yes
am i over it? no
would i do it again? yes
may god have mercy on our modpacks...
...because the average mod sure doesn't
i think when i made custom scraps a long time ago each model was around 4k tris
though tbf they were model rips from a psp game so they werent gonna be very high poly
@tidal lagoon may i introduce you to this 700k tri model
baby's first model was 3 cylinders โค๏ธ
things get ridiculous
like, 4k is probably still a lot for your average scrap graphical fidelity? but also who cares its 4k verts that's whatever
it wouldn't even be a blip on the radar of the horrifying tour scoops took through captures and assets
or the (old since it's been changed) jar models for lategameupgrades, being like 150k tris each
there's some just. woof.
yeppppppppp
yep
I was sure aware of those jars
Even before we started this vivisection
I had noticed those and been like HMMM

never stopped me from committing mass extermination and collection lots of them tho
love doing a violence for profit
i just clicked this and nooooooooo
why...
im still not over discovering the cat ears i was wearing from morecompany were 109k verts for some godforsaken reason
That genuinely like just shouldnt be allowed
on thunderstore
imo
NOO which ones!
thunderstore needs like a comment section thing for mods and a report option and a couple other things like that
โน๏ธ
noooo im pretty sure i use that one ๐ญ
are they just built into morecompany too?
my crew calls me ship kitten so i gave up and embraced it... but turns out i was just wearing sin on my head...
and uh p sure that's the player customization one right
with all the accessories
icic, such a shame ๐
sketchfab is filled with models for rendering not for actual use and most people just donmt know that ๐
most their other customization stuff is like, fine, as far as i know
its just the one thing i liked wearing that was sinful... twas a tragedy
for fuckin realll
i learned modeling out of sheer spite back in vrc when i was wading through mmd imported assets
this feels reminiscent of that
some things are not built for game use
i learned modelling for just making enemies, not the greatest start lol but even my worst model, the redwood giant, wasnt more than like 20k tri's iirc ๐
sometimes me and rodrigo look in sketch fab for references and see shit like a 1 million tri poker table lol
yeah and that's like, nothing, that's fine
ive been known to make some sinful decisions in the past in my desire to model small details instead of normal mapping them
im not above being a little indulgent
but indulgence isn't the issue
folks just really don't know how bad some things are to just drop in, and dont know why
yeah, and users have no way of knowing
mhm
wait are these the ones morecompany comes with or
because I use those
Don't tell me the base morecompany mask is like that too
hi xu
sure
How do you even get the bundle out of there
but yeah im lucky in that i came into modeling off of previously thinking i was gonna be a programmer, id already done a few years of college and had a basic understanding of a graphical pipeline
a lot of folks just dont have that perspective and that aint always their fault but it sure does drag the health of a modpack down over time haha
yeah, i was pretty glad with lethal sponges' model view thing that i saw a while back, havent used it yet but am gonna go through my mod with it lol
just incase i somehow missed something
that'll make scoops real happy to hear haha that sorta thing was a big focus that she hoped it would be used for ^.^
uhhhhh not sure
let me see if i can check rq
naw, sorry, dunno
i stole that from a renderdoc screencap and it doesn't include the model name
if i had to guess... Cube.001
๐
statistically that's my best shot

I just hope the base morecompany mask isn't also weirdly complex for no reason since I use that too
If the cat ears are then the rest of mc's base cosmetics could be also
iirc the ears were weirdly aberrant
i can check the convo we had but this is a secondhand recollection rn so grain of salt and all
ic
I'll have to see if there's an alternative pair of cat ears in the cosmetic packs I run
cant find it, maybe i dreamt it up, but yeah
i think that the cat ears were the only mesh-based sin of that particular caliber, at least they were the only one pointed out from that set
think, anyways. dunno!
there's some other ears in the default pack iirc, i swapped to 'em
at least i think its default. its been so long since we added morecompany that i forget what is and isnt
don't remember that being the case
a lil bit of a dumb question: it says that generateLODs will increase load time and memory usage, so is there a reason why this is good?
initial load times is what it is talking about โ generating the LODs takes some time on startup
(some time meaning like, 10 seconds, in my experience, but that's not nothing and is worth pointing out)
(might be longer for some folks after all)
once you have those LODs though, it allows the game to render far away models with less detail, easing some of the rendering burden due to that
so it loads a bit longer when you start the game, but the game runs smoother afterwards?
that's the hope!
my pleasure ^.^
๐
remember!
In the experience Garten of Banban (I don't dare call it a game), the small remote you hold for the entire game has a total of 184,332 triangles!
And I'm not even going to mention the characters!
because you don't need more polygons to make a good model!
that looks like shading more than it does tris with how many there are jesus christ ๐
yeah the modelling is the only scary thing about this series
me when I need four billion polygons for my square and cylinder
I remember seeing a toothbrush with like 500,000
used in a game somewhere
The guy just stole a toothbrush model that is normally used in very high quality commercials and pasted it around like a small normal prop
lmao
i remember seeing a whole video documenting horrible polygon counts but i forgort
sadly this one is fake
really?
i knew it was a high quality model but i wasnt sure
you can see they just selected a bit and hit subdivide multiple times
cus the rest of the model does not have the same subdivision ratio
Oughhgjjjgjhhjโฆ
i cant remember but i think one time my friends model had 500,000 triangles and 4000 textures (accidental)
๐ญ
They werent using it in a game at all tho and they fixed it
actually i had to fix it for them
the culprit was two springs
with 240,000 polygons each
i think all of my custom models are relatively clean
wait did i decimate those cargo containers on my new interior
no i didnt
uhm
the only time i've modelled was for blockbench
i helped my friends in creating a mod for minecraft Cobblemon

we call it the Boxpack
OH YEAH I FORGOT
it's not 100% done
THE 25,000 POLYGON VIALS
its something i made a while ago and fixed quickly
but at first it was a set of 5 glass vials
added up to 25k polygons
oh yeah i was looking at a model for my interior, it was a basic jersey barrier (concrete barrier seen on the sides of highways and stuff) so it had an incredibly simple shape
guess how many polygons
15k.
I think the driftwood was like 20k to 30k, he was actually really good but his teeth probably ate up 80% of his tris since I did teeth badly back then lol
90% of them could be decimated and it wouldnt visually change at all
i mean thats logical its a big model
Anyone can decimate a model, but have you simplified your mesh colliders beanie?
and only one will usually be around
for what exactly?
i didnt use mesh colliders on my shipping containers i used manual boxes 
Yeah cuz those are shipping containers smh
exactlee
I'm talking actual irregular shapes that primitive colliders won't work for
Ig I'm used to rodrigo making complicated models that can't have normal colliders
So we gotta go to blender, cleanup 99% of the model and recreate it for a better mesh collider
No need for bumps or smoothness because that won't matter in colliding with said structures
i dont have any custom models like that methinks
but id definitely do what u just said if i did
when are they gonna add a giant sponge to the sky in lethal sponge?
thats my question.
ok so uh
this is happening for some reason
i think its only me this is happening for
turned off sponge and it didnt happen
sponge is on with this code 01959fb7-a9df-ffdf-b966-15b84e748822
its probably cus u play without some shader parts right?
no, its something else
cause this doesnt happen in my vanilla+ profile
or on my main mod pack
checked just now on main mod pack
sponge config is identical on both
hmm
dunno if this is sponge doing or self sorting storage
some items do this (look for extension ladder and lockpicker)
and some modded scraps are invisible from afar
So on the one hand, that would stop it from simplifying scrap like that, but on the other, that does defeat the purpose of simplifying a bit if I just raise the bar to let more unoptimized meshes through. Maybe I'll raise the default to 6-7k if it continues to be noticable, but no mesh that size should have ~15k verts.
I can add a ComplexMeshWhitelist or something so people can let specific meshes through, or people can just raise the cutoff themselves.
Hmm, this is interesting. I don't think it's related to the Art Gallery texture dedupe, but if it's related to sponge at all I want to fix it.
Do you have a profile code I can try out to test it?
Things being invisible from afar is definitely from the cullStart setting. The default of 2% is seeming a bit overtuned for a bunch of smaller modded scrap so I think I'm going to change the default to 1% next patch. You can set it to 0.01 to fix that.
As for the ladder and lockpicker, that's from the lod having an issue with the animations. Since the lod uses the default state of the mesh, the ladder and lockpicker are shown in their 'extended' mode. I'm not quite sure how best to deal with that, might just add a blacklist for LODs and put them on it by default.
LODs will help FPS a bit in exchange for a slightly longer loadtime and very slightly more memory usage. So if your concern with performance is generally FPS then they're good, but if you're more concerned about memory and loadtimes then I'd turn them off.
Fascinatingly this seems to be a texture dedupe issue. Something in the pack is adding a way brighter version of the ship textures. I'm looking into exactly what's causing it, but in the meantime you can add TexturesCom_Metal_GalvanizedSteel_Old_512_albedo to deDupeTextureBlacklist and that will fix it.
thanks, and apologies for the report while you had so much to reply to already lol
No worries, all the reports are very welcome as I want to make sure the new systems work smoothly
It was the art gallery/museum again... ๐
That interior is a nightmare for deduping, as it adds nearly identical versions of so many base game textures and meshes, and ends up being loaded before some base game objects.
Right now I'm using Instance ID to determine what object is the 'original', but maybe I need to manually create a record of all base game assets.

uhm
so... any duped textures can cause issues...
gyulp
duped textures that are identical in every way except color can cause issues.
Museum has white versions of a ton of the base game textures, which causes a problem right now.
Fully identical textures are fine, because then they actually are dupes and Sponge is correct in cleaning them up. But 'fake dupes' like the museum assets trip up sponge's deduping since it thinks they're the same.
ough
i use some copied textures that are slightly tiled and color shifted for my interior so
i hope it doesnt explode
Those might get caught, if they're the same name/dimensions/texture format as the original textures.
Definitely best practice is just changing the name slightly.
oh wait im fine then
couldnt you ask wesley to change the names of the textures ?
That would fix the issue, yeah.
But this is still partially a Sponge problem, as Sponge should be able to tell which texture is from base game lethal company correctly, so I'm focused on fixing that part atm.
โ๏ธ
what i was gonna say
cus im sure some other mods do this too with vanilla textures
so it would be more efficient to patch sponge for it rather than ask every single person who does it to fix it
ok i understand
Fixing that will still have all of the museum interior assets deduped, but at least it would only effect the statues and such in the museum, not things from the base game.
Just uploaded 1.1.4. Two new blacklist configs for LODs and Complex Meshes, as well as a change for the default cullStart value.
Next focus is figuring out how to make sure that base game assets are always considered the 'original' when deduping, so modded assets can never overwrite them.
* Added `generateLODsBlacklist` to disable LOD generation for specific GameObjects. Extension Ladders and Lockpickers are on there by default.
* Added `fixComplexMeshesBlacklist` to disable simplification for specific meshes. Use this if there's an overly complex mesh that you don't want simplified.
* Changed default value of `cullStart` from `0.02` to `0.01`, this should fix pop-in on very small items.```
what's wrong with it
thought I noticed those being white for some reason. Probably another mod with the same texture name, I'll look into it
this time it was on my vanilla+ profile 0195a02a-0454-6017-b45a-6cd12150829f
shouldnt be anything disabled right?
Oh huh, that one actually is a case of Vanilla duping itself.
There are two LightningBallSpriteSheet2 files in vanilla lethal company.
I'll add that to the default deDupeTextureBlacklist next patch, in the meantime you can add it to yours locally as well and that should fix it.
the billion polygon enemy tiger
I'm thinking this was cus of ShipColors tbh
Your deduping also breaks the hair on one of my scraps in TestAccountVariety, the hair gets turned white so I'm assuming it's dedupe textures but I'm checking now
Unfortunately no errors logged so I wouldn't know what test did
Yeah it was dedupe Textures
I'm just gonna keep that off ๐
Okay @scenic ocean the material errors are from your mod it seems
0195a0c7-e7f8-cd7f-7912-1eacf3ffb347
I'll look into it, was this only on a specific moon/interior?
Seems to happen on every moon
deduping seems to make some of the textures for Wesley's emissive stuff like glowing orbs, the special apparatuses, cosmic flashlights, etc. RIDICULOUSLY bright
its honestly hilarious cause ive never seen the ship so stupid bright before
I was testing with Wesleys last night and I didn't notice any brightness issues.
was it similar to this kind of look in this message ^?
That's from the art museum interior having a copy of the ship texture that's white and overwrites the default texture
For now you can add TexturesCom_Metal_GalvanizedSteel_Old_512_albedo to deDupeTextureBlacklist to fix it
Working on a fix so that the default ship texture overwrites the white texture instead.
crispy :)
oh no
you spilled your 2 ton container of butter all over the floor
so sad
lol, workplace hazard
Curious, are there a bunch of things I need to put iin the config for LS or will they be defaulted on in an update?
LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3 add these to the GenBannedMaterials entry like I saw someone say to add these and yesterday something else
if you already had the mod installed it won't update the config cus bepinex doesn't update defaults
either add them manually or delete the config and let bepinex regenerate it with the new defaults
this is ShipColors not Lethal Sponge
Btw I wanna say @scenic ocean I feel like Generate lods is making items look really crispy from really close range most of the time so I personally disabled it, I see it being an interesting idea in theory but I don't feel like it's worth increasing ram usage and loading times for how many strange edge cases it creates currently ๐ค where as I can see Fixing complex meshes being more worth it since it fixes meshes that are unoptimized I just hope a solution can be found that prevents some of the Fixed meshes from becoming oddly distorted without needing to use the blacklist lol
I would guess maybe Preserve surface curvature is the alternative to the blacklist potentially but I'm not certain on that
also either fixComplexMeshes or texture deduping might be able to touch modelswap suits
i had them on last night for a test session with my friend, and his model (teaisnt's persona 4 teddie) got its textures messed up pretty badly
That is also probably texture deduping
Since deduping turned the hair on Eva's scrap white lol but it might be worth seeing if FixComplexMeshes might touch model replacers
If LODs are looking crispy from up close then it's probably best to increase the quality or increase the range that they activate at, I might increase the defaults for both.
Generally LODs aren't seeming to be as impactful as I'd like, so I might have them off by default, or LODs without the mesh simplification so they still cull but don't use simplified meshes.
Right now fixComplexMeshes can only access scrap/tools, so that was definitely texture dedupe.
i keep finding more oddities with the new features
Preserve Surface curvature should improve the complex mesh fixes a bit, other than that the best fix is for those meshes to actually get fixed correctly.
again, another thing with wesleys work
for some reason, if you have demetrica and trite, the pocketwatch texture gets applied to the drinking birds model
that's really funny
I've got an idea on how to make sure the deduping never overwrites base game assets, so once that's done I'll probably have a config for "only dedupe base game assets" on by default so that modded dupes are ignored.
That will likely fix things like that drinking bird issue.
Yeah the deduping textures just does funny things to modded stuff lol
the oil lantern got a gnome hat with the dedupe meshes thing
but thats not really surprising
Lmao
Like it put a hat on the lantern?
no thats metaphoric speech
its just the polygon reduction of the handle made it a giant cone
but thats to be expected
something like that at least
Oh, was that the case when you picked it up too? If it went away up close then it's LODs
which LODs are likely gonna be toned down quite a bit
no it didnt go away
That would be FixComplexMeshes then
then it's complex meshes, and that lantern probably has way too many verts
I would try changing the setting to 7000 if that doesn't fix it just add it to the blacklist
@versed orbit how many verts does the Oil Lantern have?
lemme check
bros about to pull out like 100k verts
pretty sure they're sketchfab and unity assets
lol
i remember finding fellatio's or whatever it's called scrap in a random "toy unity assets" or smthn similar in the asset store
fellatios ๐ญ
god knows what its called
Filitrios XD
same difference
Majority of them are sketchfab assets yeah lol
yeah 100%
Though I tend to go over them and optimise them
while i was playing palworld very briefly i noticed a lot of visual effects from an asset pack i own lol
Why do I feel like he's about to say it's one of the few assets he forgot to optimize?
๐
There's no way it exceeds 15k verts though right?
Most custom scraps don't
i mean if its from sketchfab, it could be anywhere from 20k to 1m lol
doesnt matter what it is
Lmao uh oh
i kinda wish i took a screenshot of the oil lantern now
it would show just how much vert reduction happened
one moment
cant wait for some poor mod creator to use an undecimated 500k polygon model
lol so probably about 50k tri's or more, nice
gee i sure hope i get a SID of oil lanterns
jesus christ wesley
thats
i...
i cant believe im saying this...
you pulled a banban.
stinky?
fate worse than death
heres what it looks like with sponges setting enabled

Oof lol
oh wow
wesley you NEED to decimate that shit
Still not as bad as that one plushie from Crit
average vanilla scrap is like, usually under 1k
What
having two of those is like
700k tri plushie
oghhfhghfhh
LMAO
I feel like Wesley probably didn't know it was so big tbh
Lmao I will
at least it isn't that 93k jewelry box i got beef with
there was a skull with like 60k too
idk which mod though haven't checked
WHAT
BRO
His reaction when he checked gave me that vibe I know Wesley and he probably went "Oh shit"
Lol
THIS IS WHY I USUALLY MAKE MY OWN MODELS ๐ญ
please tell me it isn't from fiufki's
Most of Wesley's scraps are fine
no it is those iirc
you guys would be here all day if we started talking about mods with terrible terrible scrap
one of those anyways
The skull is literally pulled from the jester what
How the fuck does this happen
I think the long one
dude i always wonder why sometimes performance tanks with wesleys scraps maybe he just didnt decimate some ๐ญ
I think the Oil Lantern is one of the few edge cases cus it's from Infernis and it was his first moon
My memories of numbers might be off tho
Good chance I just forgor lmao
Besides said box I have beef with
wesleys moons: the double down decimation update! everything has been decimated
with that much scrap i kinda dont blame you (i still do actually but slightly less so)
I'll have check em all someday but uh
I'm on break
And I need sleep
Lmao
bro i keep forgetting i made like 10 custom scrap models and never did anything with them
oh yeah its 12 am
fuck
Make a scrap mod
and i have school tmr
Join us for REPO tomorrow 
And sleep well you need it :3
ok well this is a sign
the sizable scissors are fine
the rose isnt
at least it isnt fucked like the oil lantern
I CAN SEE THE CURVATURE
from usualscrap?
yes
the tree
My mind added a 0 to the skull I was incorrect it's like 6k verts
aw man
But 11k tris
Sorry, goober. That character set is restricted because it is used by scammers to bypass automod
didn't know that, sorry
scammers ruin everything fun
thats still...
a lot
for scrap in comparison to vanilla
bro what is this why did i make this
this wasnt planned to be a scrap why did i
Custom scraps most of the time hit a max of like 12.5k verts
it's nerf or nothing
i think its a water gun
the scary part is that its half decent
The UsualScrap Rose might be around 7k or so
I doubt it goes too high that mod is pretty optimized
i can see the reduction in the oni mask
7k is hardly optimised for a rose, lol
jesus
I agree but it's 2 different models in 1, if someone does to it the petals fall off
So it's probably large cus of that
wait really?
i never knew this
seems like its broken
if someone does what the petals fall off?
Complex meshes probably break it's gimmick
dies to it
cute gimmick, still not an excuse lol
Lol
espiras ouija board is effected... but only in the text
tbh i like how it looks like this more
why is the text NOT a decal 

It could be a decal and being effected by the texture max size instead.
ah yeah forgot that's also another thing
Fun fact about lethal company textures.
They're all hard capped at Maximum Mip -1, so a 2k texture with Mipmaps will just be a 1k texture taking up 2k space.
i think the puffbulb has been reduced?
that's funny
I'm not, I just think the game looks weird without it's Aesthetic filter
i know you arent
there's a cycle in people with lethal company, first you play the base game shaders, then you decide you like without posterization, then you change your mind back, atleast thats how it was with me
I just hate how flat everything looks without it
Same
Speaking of Max Texture Size, the max sponge can do is 2048 but I wonder what the Vanilla Max was
Didn't some things use like 4k textures in Vanilla?
dont think so
maybe like a few things, but most things are 2k at most, like i think the dog's textures are, lol
performance enhancements focused on ram and processing power
Oh shit I might need this
you def need this
I don't really see a reason to cap texture size at 1024 tbh
you should, it's a good idea, you wont notice the difference 99% of the time
True
deduping is a little funky right now
Ah
Texture deduping is fucky yeah
Got it
damn.... my mod pack has a lot of scrap
Btw the Surfaced Die gets murdered by the Complex meshes fix
yes
If you wanna yell at Slayer
it is broken but i only have the cards on a hidden joke moon
i mean it's to be expected, the surfaced die literally has a hidden gal inside it
theres a disclaimer custom log the mod is broken
and that you shouldnt open the packs lol
wait the mod is broken?
the packs specifcially
they spawn nothing and sometimes break your ability to function

i gotta go and maintain that mod
it was absolute peak
probably my first scrap mod
oh
it's the first scrap mod i ever played with
I only see just a couple fym
Terras just goes nuts
Most of the scrap here is vanila
bro forgot what vanilla is
wha
what about the luigi board now
terras is forgivable imo since it matches vanilla aesthetic really well
Xu was curious about the text on your Ouija Board lol
I'm tired of always seeing toasters
Lmao
is the text a texture of the model, or is it a decal
So base game has no texture max size, but I cannot imagine any reason to be using 4k textures on a model in lethal company.
Especially with the mip thing I mentioned earlier, where most 4k textures will just be 2k textures taking up 4k space.
If you want 4k+ textures then just disabling the texture cap would be good.
it's a texture on a quad I think, why
The 1k resize will resize those textures that are 2k size but only using their 1k mips to actually be 1k
Anything above is a bit much
everything else is fine?
Deduping and LODs are new systems that are being worked on, the rest should be rather stable
1k with crunch compression is the highest ill ever go with my textures
i think so except maybe fixinputactions
except for my cube maps
fixinputactions should have no issues since one of the early patches
it just kinda ruins the skybox if the cube map isnt 2k uncrunched :/
haven't tried it for a bit might try it again
The surfaced die is fine if I cap FixComplexMeshes at 7k verts
1k also can look bad on some objects with big uvs like trees and the cabins
those should probably be using some sort of tiled texture rather than one big texture really
icic
but yeah the cabin is painful because its a huge texture and looks terrible when you scale down the normals
the albedo texture isnt as big of an impact
In this case capping Sponge to 2048 is better then
yeah
i would personally set to 1k, and if you see something digress in quality in terms of modded, i'd try to talk or help whoever made it into making it not need that, which most things shouldnt
well
You and dopa just talked about examples where 2k was needed
i suppose it wouldn't hurt for me to optimize the model on my own
lol
2k is never needed, it just means you did the textures wrong
i didnt make it D:
yeah yeah i wasnt blaming ya
i can send you the model rodrigo made for that one if you'd like btw, idk how close it is to the vanilla's though
id use it but theres also the twin silos
and then the tall one
theres like 3 different ones and id prefer they all look the same tbh
true
ah
FixInputActions is fine
@foggy void according to the usualscrap dev, the rose has never done the special petal wilting you mentioned
I use it
Really? I've seen the petals on it break before after someone died to it unless that was just rng
its possible it was lethal companys distance polygon reduction making the petals invisible
from where you were standing
yea ill try it again soon
that is a very sad cabin
another reason i prefer no post processing
so i wanted to start messing with the sponge for developers stuff
but uh the help cmomand goes off screen, is there a way to scroll up the chat im unaware of lmao
NiceChat prolly
oh actually i forgor, i can just reduce teh size of text
That too
most of my other fumos seem unchanged, but the rare dark magician girl is looking a little odd lol
lol
okay i see what the problem is, one of my models had a weird pixel-like 30 meters away without a material
seems like LOD stuff freaks out when there's transparency involved?
@scenic ocean the from the bundle part doesnt seem accurate to me, considering the first one is from one of my bundles lol
oh boy, lotta null references when leaving
Btw IMO the sponge shader actually looks better outdoors than default most of the time! The only really noticable thing to me is how certain stuff, mostly (close up items(?)) get all grizzled up.
First pic in each set is without sponge's shader, second is with sponge's shader.
Although if it was mutually exclusive I'd still take sponge's outdoorsy look even if it meant a few things get deepfried.
im not 100% sure but it looks like some of the stuff in the second screenshot is using the wrong shader and so lethal's default post process isn't being applied to it correctly
Yeah, the bundle loading tends to overattribute to base game, I need to refine it a bit
Unfortunately there's no way to actually tell what bundle objects are from if they're loaded as dependencies, so it's a lot of guesswork once again.
loaded as dependencies?
So when you put a prefab or otherwise in a bundle, every asset it depends on is also loaded into the bundle.
Textures, meshes, children, etc.
Those dependencies are not listed if you were to to something like AssetBundle.GetAllAssetNames.
So for anything not explicitely listed in a bundle, Sponge has to do a lot of guesswork and tracking loads to try to keep track of where things might originate from.
ah ic, but if i put a folder into a bundle, would everything in that folder be considered a dependency?
Hmm, I'm not sure about that one
that's how i do all my bundles, because otherwise if i wanna get rid of something it'd take ages
, but yeah it's fine
You can tell from if the assets are greyed out generally.
Greyed out assets in the AssetBundles window are dependencies and will never be listed when querying the bundle
modelcheck and texturecheck didnt give me any info sadly after spawning all my items and having a lot of my models on a scene, though it did tell me that the snowglobe is kinda bad so i gotta fix that up,
and lastly there was a lot of this spam at leaving (for each item):
[Warning:LethalSponge] Error while retrieving object references for Wallet(Clone) of type Wallet, continuing:
[Warning:LethalSponge] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Transform.get_childCount(UnityEngine.Transform)
at UnityEngine.Transform+Enumerator.MoveNext () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
at Scoops.service.SpongeService.GetUnityObjectReferences (UnityEngine.Object target) [0x00293] in <a5d7c6bbe65c4ff79b883e742b3a93f2>:IL_0293
icic, ill check
i dont usually ever use the default bundle builder since unity tells me not to, so never noticed that before
AssetBundles are a messy system in general, sadly.
And that's interesting, this is on exiting the game?
if you mean the warning, it was on going to orbit
Ok, that's likely the daily check sponge is running with verbose.
Seems like it had an issue getting the children for wallet objects. Probably an edge case I missed.
oh it was like, 20 of my items had that warning lmao
I'll have to look into that.
I want to get back around to cleaning up the tools portion of Sponge, especially if I can get feedback on what is/isn't useful information.
But first things first I need to get LODs and deduping in fully working order.
makes sense to me
I was having this same issue with immersivescraps and the beer glasses added by the casino mod. Scrap models that use different skins would turn into their base color the moment you walked away from them, and the casino's beer glasses would look filled from a distance until you approached them
I'm glad I saw this video by complete chance or I probably would've gone insane trying to figure out why it was happening
MY SCRA-P TIEM THEY DEFALTED
7-ball looks like it melted lol
i was looking at some old code i did to get dependency assets and i think this worked:
string[] dependencies = AssetDatabase.GetDependencies(assetPath, true);
though it was significantly slower so i left it behind an unticked box lol
not sure if it'd be helpful though
Sadly AssetDatabase is a UnityEditor class, so it's only available in the Editor itself and not at runtime
ah rip
unless you have a way of calling it at runtime, in which case that solves a ton of problems
Unity removes most of the classes and information about assets and dependencies once you get to runtime.
Good for performance, bad for things like Sponge.
Yeah, there's a few LODs that are getting a bit silly.
I'll have a fix for it tomorrow. Probably just going to change the LOD system to not even bother with generating meshes by default and just do simplified lighting/culling for distant objects. Bit of a middle ground.
only alternative i can think of is reading data from LL and LLL to see what mod the item is from instead (assuming it uses LL or LLL, which a few exceptions dont)
I feel silly talking about minor visual stuff in the middle of the chaos of bug reporting lmao, but I'll forget if I don't mention it while it's on my mind! Just wanted to say the main terminal screen is the only other thing I've found that has sponge looking a bit more dull (left default, right sponge) especially the contrast and weather colors. Ofc goes without saying these are the smallest nitpickiest things tho.
@scenic ocean is the LOD generation supposed to apply to just items, or more? CullFactory already hides items based on visibility, so I wonder if part of the reason you haven't measured much difference is because the items aren't rendering at all anyway? I think you mentioned that you were testing with CullFactory, but I don't know if you're measuring with it as well
apologies if I missed any discussion of that, I've been occupied and haven't kept up with the full discussion of the feature
any items outside the interior are considered permanently visible if a camera is outside though, so if you tested with items on the ship for example, that case should see some impact
yeah i honestly donโt mind if the LoD was looking funky, my game was running SMOOTH, man
does anyone know if itโs actually my placebo or if it made a measurable difference for anyone else?
for me the main performance boost was shader postprocessing replacement
if you're talking about this mod as a whole, yes, a lot of people have reported massive improvements
oh nah im 99% sure the sponge shader helps EVERYBODY lol, i was talking about the LoD feature
LOD Feature doesn't help with performance at all in my experience
it just makes scraps all weird
if anything it might reduce it cus it increases ram usage and load times
Oh fair it might
im hoping the new posterization effect can be updated to be less noisy
i really like how it looks otherwise and would even say it looks better
if we're talking about the post processing effect, then it could use making things a bit less shiny too
my terrain has 0 shine with vanilla post processing, but has quite a bit with lethal sponge's, ill show screenshot in a second
hm
i havent had that issue with my terrain
it just makes rocks on my scenes ugly
left is vanilla
im gonna be honest im starting to feel like i dont have the shader on by default, ill try turning off the mod and seeing if im right or wrong
you can type /sponge shader to quickly toggle on and off the shader
yeah i know, i just cant figure out if im on vanilla or not anymore lol, it only sys shader toggled
ah, i usually only play wesley moons so itโs glaringly obvious if im using the shader or not lol
left is vanilla, right is with sponge
it becomes very noticeable how extra shiny it is when walking around
I wish lethal company had the same graphics as The Upturned
The Upturnedโs materials look soooo much better in that game
I like LCโs graphics. Itโs quite unique compared to other games
(The Upturned is a game made by Zeekerss for anyone who might not know)
Yeah I really like it too. I just with LC inherited more of Upturnedโs material shaders
I think theyโre different enough games where itโd feel odd but itโs subject to opinion
Ye
sponge causes a bug with the intro on cosmocos from wesley's moons. when entering and exiting the interior the blue light from the intro re-appears, causing the entire moon to barely be visible
You might like this if you donโt use it already. Itโs not anything to do with materials or shaders but still
https://discord.com/channels/1168655651455639582/1246019677315137577
I like the extra variety. Especially since the models/textures were made by Zeekerss
Yeah itโs such a nice mod
volumetric compensation seems to be the cause
i may have started using textures from the upturned
the upturned is in third person and i think more pixellated so the textures are harder to see
Is there any commonly known incompatibility that causes a softlock when leaving a planet?
I assume it's probably not known, but I might as well ask before I start meticulously troubleshooting
yeah
but the textures are odd
they are often high quality textures with nice shaders but super zoomed in
Looks like a broken car radio
I started with just items as they're easiest to test and get feedback on. Most of my performance testing had to do with the non-culling portions of LODs, so looking at a massive pile of scrap that was all at LOD1 instead of full quality. Also I generally only test outside/on the ship and assume CullFactory handles most inside rendering things, tbh.
And from most of my testing, even the most extreme cases only tended to be about a 5fps increase on lower end machines. I think that runtime LOD generation just isn't as impactful as I'd like, so I'm planning on removing the quality reduction portion. Still give LOD groups to scrap so they stop using shadows at a distance and cull when very far away, but no simplified meshes for LOD1/LOD2.
Also just items as they tend to be non-skinned meshes. I was noticing some oddities with my methods of simplifying skinned meshes that I need to go over.
Also I generally only test outside/on the ship and assume CullFactory handles most inside rendering things, tbh.
yeah, if you're outside then all outside items should be rendering if they're in the frustum
according to what I've seen, the CPU-side work the HDRP does is much more costly than the GPU rendering
once things get sent off to the GPU, the rendering seems to complete before the HDRP cleans up and the CPU frame finishes, at least on my machine
I'm pretty sure that there's a part of the player loop that fences on the frame rendering finishing and I've never seen it actually wait, or at least not for more than a few hundred microseconds
Yeah, the HDRP pipeline sure is a thing. Just the sheer overhead of multiple cameras is insane. Lethal just having like, 4 cameras active off the bat is a real nightmare.
Anyway, LODs in general don't seem to be helping lower end machines in the way I want. They're not harming performance either from my testing, just kinda doing nothing and making items look crunchy. Shame, as I was hoping they'd be a relatively easy win.
yeah, it'd certainly be nice
I think the thing that might be the most worthwhile to look into is backporting performance improvements from newer versions of HDRP
but the unfortunate part is that it's difficult to test how much difference those make
especially since the public commits for HDRP are not granular

That would probably help a bit.
My other white whale at the moment is fully working deduping, as that would save a ton of RAM/VRAM on big modpacks.
Getting asset info at runtime is just such a nightmare though.
Ah, in that case you should be able to add cosmocos to the compensation blacklist and that should fix it.
This is pretty good
disable texture deduping
Disabling Fix Complex Meshes also fixes weird decimation with items, right?
LOL this looks absolutely horrifying
omg
also yes but imo fix complex meshes is the one setting i think should stay on. why tf some scraps have over 7k vertices?
Rodrigo reminding me once again that people's scrap are too high poly with a 3k tri truck
.....whhyyy
The performance collapse is worth it for big truck
(3k tri's is super low, nothing bad performance wise for this truck lol)
Just uploaded 1.1.5. LODs now don't generate new meshes by default, so that should reduce load times and scrap looking crunchy.
The simplified meshes weren't doing much for LODs anyway.
I also changed how texture dupes are checked and it seems to have fixed the 'bright ship' issue, still looking for more ways to improve it.
Oh, I forgot this in the changelog but audio dedupe is also fixed, it just wasn't doing anything before. That should save a little RAM.
* Improved Texture dupe checking.
* Added `generateLODMeshes`, false by default, to enable generating meshes for LODs. With this change the LOD system will no longer simplify meshes by default and will only handle reducing lighting quality and culling at distance. This should help with load times, as the simpler LOD meshes weren't accomplishing much anyway.
* Added `JetpackItem` to `generateLODsBlacklist` by default.```
I should have paid more attention in Bini's realistic model videos
Depends on if it was on all items.
If it was all items it was likely LODs doing it, that's fixed this update.
If it was just a couple it was likely fixComplexMeshes, and you probably want to keep that on as it means those items are very high poly.
Scoops is goated for this mod. Lethal Sponge will be remembered forever
how do you get your edges to look like that
they are so crisp
they look beveled almost
Well, how does rodrigo do it
@somber pollen how do thing, stinky?
cavity is my fav setting to work with when modeling
makes everything look real nice and clean even without any fancy mats
Easy peasy to spot edges that should or shouldn't be sharp too
Ain't that the rub lmfao
he's angy
grub
@scenic ocean Texture Deduping is still giving Eva White Hair
How she should look
Lmfao
Also I noticed her pick up and drop sound is messed up after the new Sponge update did you change how Audio deduping works?
they made audio deduping actually do its thing
cus it wasn't activating before
Ah
I kinda dislike it then
XD
also in what way is it messed up
She sounds like a spray can when picked up and some metal object when dropped
LOL
thats weird
i'm testing rn i can try finding some custom scrap and see if it gets messed up
I feel like the deduping features are nice in theory but just mess up things like custom scraps easily
so the first one i noticed was
that testaccount's ship toy sounds like a shovel when picked up
and a shotgun when dropped
it didn't affect the one caigan scrap i found, or any of the piggy's variety stuff that i found
Dedupe is getting better, and I still have a few more ideas to reduce false positives, but it's always going to have them.
I think that next patch I'll default dedupe to off. It'll still be good for people who need the RAM/VRAM, but for general use mods(and basegame) just don't have good enough naming conventions right now.
I recently tried out CelestialTint but I wasn't able to see any ship parts floating outside the ship. Is it related to the UnloadUnusedAssets toggle? I figured I'd see stuff like a floating vent, or whatever.
the only time i heard about any weird floating things from celestial tint was with 2 story ship
or wider ship idr
Oh okay, disregard :>
Meshes are at least a bit easier to tell apart, as I can compare vert numbers, bounds size, and readability as well as name.
Stuff like textures I only have name, dimensions, and format to go off of.
Also mods are less likely to make a slightly altered copy of a mesh with the same name than they are to make a recolor of a texture with the same name.
True
so what configs should i use?
i run deduping texures and audio turned off, if you wanna use meshes then put this in the blacklist: cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002
this should catch most errors it causes
the texture blacklist should be playersuittex2b,scavengerplayermodel if you want to use it
thank you ๐
I believe it was updated so this stuff doesn't need to be in the blacklist anymore
I've not seen any errors at least
just the original up to StorageCloset stays right
ite
Well actually Storage isn't even in there lol
Just these
I guess it'd be worth testing if the vanilla StorageCloset has a fit
fixComplexMeshes seems to be causing this for just this model and I dont know how to find the mesh name to add to black list, any tips? I tried looking at plugin folder but its in a lethalbundle file. Should I contact mod dev? FumoCompany is the mod.
preserveSurfaceCurvature didn't help and also it seems like this model has more than 15k verts (omfg), found using complexMeshVertCutoff=15000
the solution is to not use this mod anymore as it breaks immersion of lethal company 
tip: tell mod devs to optimize their content/j
Tip! Hold [RMB] to vote for the autopilot ship to leave early!
When you're holding it, item name is usually top right
People finally seeing how bad their scrap models always have been 
Way too high poly sketchfab assets
You have my attention! Is there a mod or setting that easily identifies item name/whichmod when held?
No that's just vanilla, the name on the top right of your screen is the item name unless its using custom tooltips
I think the fumo scraps in particular are all undecimated 3d scans which would explain why they're so high poly
Just uploaded 1.1.6. Deduping is no longer on by default, but it should be slightly more accurate.
Too many false positives to be a default system, but hopefully it can still help people who are capped on VRAM/RAM.
* Improved Texture dupe checking.
* Improved Audio dupe checking.
* Changed De-Dupe to be off by default. I think this is about as accurate as I can make it and there's still going to be some false positives. I still recommend it for anyone who has heavy VRAM/RAM limitations, as it will help with that.```
Wow, that's particularly bad looking for fixComplexMeshes. Usually it at least looks like a mesh still.
It might be an issue on fixComplexMeshes side then, let me check and see what the stats on that mesh are.
Looks like the name of the scrap is KasaneTetoFumoPrefab if you want to blacklist it.
It's 'only' 14161 vertices, so it's likely an issue with fixComplexMeshes being confused by the model format as the topology is weird from being a scan. Tons of gaps and such.
Oh wait, sorry, for the complexMesh blacklist you need the mesh name not the object name.
default is the mesh name for that one...
looks like default should make every FumoCompany scrap exempt from fixComplexMeshes
geee i sure hope several other mods dont have their models labeled as that!
Why is it based on model codename and not item codename
Seems like a bad inconvenience
probably how it had to be coded

