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XuXiaolan-ReXuvination-0.0.1 icon

ReXuvination

Mod that tries to optimise various things in the game.

Date uploaded a year ago
Version 0.0.1
Download link XuXiaolan-ReXuvination-0.0.1.zip
Downloads 138
Dependency string XuXiaolan-ReXuvination-0.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

ReXuvination

ReXuvination is a performance mod. If you're interested in helping with the development of the mod, feel free to reach out to xuxiaolan on the Lethal Modding Discord!

Current Features

  • Optimises EnemyAICollisionDetect colliders.
    • Currently reduces calls to EnemyAICollisionDetect.OnTriggerStay by about half.
    • Tested with spawning 200 enemies and seeing how many calls to EnemyAICollisionDetect.OnTriggerStay are done, without the optimisation the calls averaged 1200~2400, with the optimisation it averaged 600~1300.

Upcoming Features

  • Might look into optimising animators a bit.
  • PlayerPhysicsRegion colliders could also do with being optimised.

CHANGELOG

v1.1.0

  • Change the system to be instead of excluding layers I only include essential layers, this means that other mods just need to the include layers if they want to add some collisions that arent normally in vanilla.
  • Added null checks for mods that access some stuff too early before StartOfRound is created.

v1.0.1

  • Fixed an issue with Colliders and enemies not being able doo due to priority.

v1.0.0

  • Optimised all I could with every base game collision type, added optimisation patches for the following:
    • BridgeTriggerType2
    • GrabbableObjectPhysicsTrigger
    • InteractTrigger
    • KillLocalPlayer
    • Landmine
    • OutOfBoundsTrigger
    • TerrainObstacleTrigger
    • ToggleFogTrigger
    • CompanyMonsterCollisionDetect.

v0.4.0

  • Optimised EnemyAICollisionDetect even further by making it so that enemies that don't typically collide with other enemies don't send eachother callbacks unless there actually is an interaction.
  • i.e. a bunch of hoarding bugs next to eachother won't be spamming eachother unnecessary collision callbacks because they can't collide with eachother anymore.

v0.3.1

  • Fixed mod not being properly clientside thanks to ButteryStancakes.

v0.3.0

  • Added optimisation patches for SandSpiderWebTrap, QuicksandTrigger, DoorLock and BridgeTrigger.

v0.2.0

  • Added the optimisation patch for PlayerPhysicsRegions.

v0.1.1

  • I forgor to do the thing.

v0.1.0

  • Fixed another oopsie with potentially hazards and vehicle interactions with enemies.

v0.0.4

  • New Icon.
  • Fixed an oopsie that caused enemies to be unable to open doors.

v0.0.3

  • Added null check to enemy prefab.

v0.0.2

  • Fixed README being stupid with markdown smh.
  • Added a blacklist config incase an enemy was being special with it's colliders that are next to EnemyAICollisionDetect components.

v0.0.1

  • Initial Release