Changelog
All notable changes to LethalBoost will be documented in this file.
The format is based on Keep a Changelog,
and this project adheres to Semantic Versioning.
[1.0.0] - 2024-12-XX
🎉 Initial Release
Added - Core Systems
- AI Optimization Module - Distance-based enemy AI throttling
- Modular Architecture - Clean, maintainable codebase with error handling
- Comprehensive Configuration - 25+ configuration categories with 100+ settings
- Debug Logging System - Detailed performance monitoring and troubleshooting
Added - LOD Systems
- Grass & Foliage LOD - 4-level quality system (close/medium/far/very far)
- Terrain detail distance adjustment
- Grass object culling at 35m
- Shadow removal at 20m
- Interior Props LOD - Dungeon decoration culling
- Critical object detection (doors, ladders, terminals)
- Collider-based safety checks
- Ship and hangar exclusion
- Rocks & Debris LOD - Decorative object optimization
- 3-level quality (full shadows/no shadows/disabled)
- Culling at 40m
- Decals LOD - Surface detail optimization
- Simple on/off at 30m
- Stains, dirt, blood decals
- Shadow Quality LOD - Dynamic shadow casting
- 3 quality levels based on distance
- TwoSided shadow optimization
- Complete shadow disable at 40m
- Texture Quality LOD - Automatic mipmap adjustment
- Global quality based on object distribution
- VRAM optimization
- Reflection Probes LOD - Probe quality management
- Resolution reduction at medium distance
- Complete disable at 60m
- Camera Culling - View distance limiting (disabled by default)
- Indoor/outdoor detection
- Configurable distances
Added - Graphics Optimization
- Post-Processing LOD - FPS-based quality adjustment
- 3 quality levels (low/medium/high)
- Automatic adjustment based on target FPS
- Pixel light count management
- Animation Culling - Distance-based animator optimization
- Critical animator detection (enemies, players, interactive)
- 3 culling modes (full/reduced/disabled)
- 20m/40m distance thresholds
- Particle Optimization - Particle system throttling
- Distance-based emission rate reduction
- Far particle culling
- Light Culling - Room-based light management
- Unoccupied room detection
- Light intensity reduction
Added - AI Enemy Optimization
- Coil-Head - Optimized spring man AI
- Jester - Optimized jester AI
- Thumper - Optimized crawler AI
- Hoarding Bug - Aggressive optimization (low threat)
- Spore Lizard - Optimized lizard AI
- Bunker Spider - Optimized spider AI
- Manticoil - Optimized bird AI
Added - Interior Optimization
- Room Culling - Distance-based room hiding
- Minimum 5 visible rooms
- Open door visibility consideration
- Smooth transitions
- Door Culling - Behind-door object culling (disabled by default)
- Physics Culling - Empty room physics disable (disabled by default)
Added - Trap Optimization
- Turret Optimization - Distance-based update rates
- Close: 30 Hz, Far: 5 Hz
- Threat range detection
- Landmine Optimization - Proximity-based updates
- Spike Trap Optimization - Update rate throttling
Added - Other Optimizations
- NavMesh Optimization - Pathfinding quality reduction
- Obstacle avoidance quality levels
- Acceleration reduction for distant agents
- Critical agent detection (enemies)
- Rigidbody Optimization - Physics object management
- Sleep state optimization
- Interpolation reduction
- Item Optimization - Grabbable object optimization
- Ground spawn optimization
Configuration Defaults
- Most optimizations enabled by default
- Safe, conservative settings
- Camera Culling disabled (limits view distance)
- Interior LOD disabled (may cause visual issues)
- Door/Physics Culling disabled (safety)