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PUP FPS
A smart building combiner for massive Valheim bases with single-player and client-server multiplayer support. Controls: [ combine, ] restore, \ highlight, F8 emergency restore.
CHANGELOG
Changelog
Author: PUP
1.0.33
- Bug fixes.
1.0.32
- Fixed a shadow bug.
1.0.31
- Bug fixes.
1.0.30
- Updated for the latest Valheim version (1.0.12).
- Updated BepInExPack_Valheim dependency to 5.4.2350.
- Added support for new building pieces, including roof corners, ridges and stone fences, with precipitation protection.
- Fixed shared world-cache handling between single-player and player-hosted multiplayer.
- Improved cell restoration and F8 restoration, preserving original positions and structural support during transitions.
- Fixed texture and highlighting flicker in host-client multiplayer.
- Improved collider readiness around the player during world loading.
- Removed diagnostic logging, audit scans and diagnostic counters from the public build.
1.0.29
- Fixed bugs.
1.0.28
- Fixed a highlighting bug in single-player.
1.0.27
- Added dedicated-server support, including administrator permissions through
adminlist.txt. - Added synchronized baking, restoration, highlighting and client cache loading on dedicated servers.
- Changed highlighting to a clearer material-based view.
- Fixed duplicate or missing visuals, collision gaps, repeated baking, restoration and world-switching issues.
- Fixed missing restored textures after emergency restoration on dedicated servers.
1.0.26
- Fixed a bug when quickly rebaking restored zones.
1.0.25
- Fixed some objects being destroyed when baked zones became inactive.
1.0.24
- Added multiplayer support.
1.0.7
- The 16x16 subcluster under the player receives collision immediately.
- Remaining cached colliders load through one distance-prioritized background queue.
- Added a global adaptive 0.5-1.5 ms frame budget to prevent large baked bases from freezing on entry.
- Background loading is safely reset when changing worlds or unloading the mod.
1.0.6
- MeshCollider geometry is now embedded directly in newly baked cache files.
- Fixed missing collision on black-marble stairs after zone reload or game restart.
- Existing cache formats remain readable; rebake affected cells to create the new collider format.
- Added an explicit log error when an old named collider mesh cannot be resolved.
1.0.5
- Added rediscovery of baked objects in both parking and original world sectors.
- Uses persistent PUP tags and cell markers when saved ZDO IDs change.
- Rebinds stale IDs only after full count and uniqueness validation.
- Does not modify object rotations or the proven combining algorithm.
1.0.4
- Removed the unsafe mass rotation repair.
- Restore validation now finds exact objects by their saved ZDO IDs instead of requiring parking coordinates.
- Cells can be restored after the world has been opened with the mod disabled.
- Safe saving changes positions only and leaves native rotations untouched.
1.0.3 (withdrawn)
- Safe world saving no longer rewrites native object rotations.
- Added one-time rotation repair for worlds previously saved with 1.0.2.
- Original positions are still restored before saving and reparked afterwards.
1.0.2
- Restored the proven 1.0.0 remote-parking optimization.
- Original coordinates are restored before every normal Valheim world save.
- Baked pieces are reparked after saving so optimization continues during play.
- Saved worlds can load their original building pieces when the mod is disabled.
- Added migration support for existing baked cells.
1.0.1
- Original building objects now keep their vanilla world coordinates.
- Disabling or removing the mod no longer leaves baked structures without visible originals.
- Added automatic migration from the legacy remote-parking system.
- Original GameObjects are disabled only locally while their optimized cluster is active.
1.0.0
- Added multi-cell GPU instancing for supported static building pieces.
- Added 16x16 metre shadow proxies.
- Added safe distant tessellation reduction with near-field materials unchanged.
- Preserved staged restoration, collision and structural-support protection.
- Added supported materials including Grausten, wood families, thatch, stone, black marble, Dvergr copper, Flametal and crystal.
- Excluded animated and incompatible multi-material pieces.