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Zose-DeadBodyOptimization-1.4.0 icon

DeadBodyOptimization

A high-performance mod to accelerate enemy corpse cleanup and optimize combat performance.

By Zose
Date uploaded 3 weeks ago
Version 1.4.0
Download link Zose-DeadBodyOptimization-1.4.0.zip
Downloads 538
Dependency string Zose-DeadBodyOptimization-1.4.0

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.2

README

DeadBody Optimization

A high-performance optimization mod for GTFO designed to streamline the enemy corpse dissolution process, providing better visual clarity and performance during intense combat.

Key Features:

  • Performance Boost: Recycles physics actors and render meshes efficiently, reducing CPU and GPU overhead during high-enemy-count scenarios.
  • Hot-Reload Support: Configuration changes take effect immediately in-game without requiring a restart.

Additional Sync Fixes:

  • Improved Combat Feedback: Blocks "phantom attacks" where monsters appear to re-trigger attack logic due to sync-induced state reloads.

[!NOTE] This mod does not eliminate high-ping hit registration (delayed damage), as combat outcomes remain host-authoritative.

Gameplay Balance & Fairness:

  • Adjustable Parameters: The Wait Time Before Dissolve is constrained to a minimum of 0.1s. This allows corpses to remain as "physical entities" for a brief window, preserving the tactical "bullet blocking" behavior while avoiding the performance drag of long-term corpse accumulation.

Configuration Guide:

Located at BepInEx/config/com.zose.deadBodyOptimization.cfg (Supports Hot-Reload):

Setting Recommended Range Description
Wait Time Before Dissolve 0.1s 0.1s - 1.5s The duration the corpse remains solid before starting to dissolve. Adjust this to find your preferred balance between tactical cover and visual clarity.
Dissolve Animation Duration 0.5s 0.1s - 1.5s The speed of the dissolution animation itself.

CHANGELOG

[1.4.0]

  • Bug Fix: Fixed some bugs.

[1.3.0]

  • Compatibility Fix: Added a robust compatibility layer for the DamageSync mod. This prevents DamageSync from throwing unhandled NullReferenceException errors on recently despawned corpses, which were previously breaking the game loop and causing severe frame drops and black screens.

[1.2.0]

  • Major Fix: Completely rewrote the anti-flicker sync logic for guest players, implementing a strict single-execution visual latch.

[1.1.0]

  • Fixed an issue where monster death animations were played twice due to high latency.

[1.0.0]

  • Initial Release