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DungeonLoadingOptimizer
ALPHA. Cuts Lethal Company interior loading time and removes the navmesh lag spike when landing. Multiplayer determinism is not yet verified - do not use on a serious save.
CHANGELOG
Changelog
0.1.0 — alpha
First public build. Released for compatibility testing on large modpacks only.
What it does
- Frame budget — fixes DunGen's per-frame work budget. Lethal Company sets it to 1 ms and DunGen measures wall-clock time, so the budget is already spent by the time the generator resumes and only one work unit runs per frame. Measured on Titan: 1.00 → 9.53 work units per frame.
- Non-blocking navmesh — the navmesh bake is captured and driven through
NavMeshSurface.UpdateNavMesh, reusing the surface's existing data so only the changed regions are rebuilt. Measured on Titan's outdoor surface: 1806 ms blocking → 153 ms, none of it blocking the main thread. - Phased level finalisation —
FinishGeneratingLevelis spread across frames, and the completion RPC is held until the bakes finish so nothing spawns onto an incomplete navmesh. - Load report — per-load timings, work-unit counts, frame statistics, and layout/navmesh fingerprints.
Measured against a control run on Titan, the worst frame of the whole landing goes from 1815 ms to 106 ms.
Known limitations
- Multiplayer determinism is not verified. The two-client test comparing layout and navmesh fingerprints has not been run. Until it has, treat desync as an open possibility.
- Only tested on Lethal Company v81, as host, on Experimentation, Assurance and Titan.
- The watchdog path (
FinishSequence.MaxFinishSeconds) has not been exercised in a real failure.