

Patch Camera Script enabled.Patch camera script.Change light fade distance works, so it now also includes Shadow Fade Distance. Also ensured that Lights/Shadows can never have their distance increased over their defaults by this setting.generateLODMeshes is false. LOD1 was just causing edge case issues without adding much benefit for that use case. The LOD2 option has been removed as well to simplify the config, since it also wouldn't have helped performance too much when enabled. This change should fix some edge case issues with scrap animation/textures (Emergency Dice not animating, for example).fixComplexMeshes has expanded to include More Company Cosmetics. This can be toggled with the new fixComplexCosmetics config, and scrap/tools can be toggled with the new fixComplexGrabbable config.minimalLogging is false, fixComplexMeshes will report what Mesh names, GameObject names, and vertex counts it is fixing.fixComplexMeshesGameObjectBlacklist, so that specific GameObject names can be exempt from fixComplexMeshes. This will sometimes be more accurate/unique than fixComplexMeshesBlacklist.fixComplexMeshes slightly.vSyncCount config to the Rendering section, for changing what VSyncCount level is used when the game is set to "Use monitor (V-Sync)".generateLODMeshes, false by default, to enable generating meshes for LODs. With this change the LOD system will no longer simplify meshes by default and will only handle reducing lighting quality and culling at distance. This should help with load times, as the simpler LOD meshes weren't accomplishing much anyway.JetpackItem to generateLODsBlacklist by default.generateLODsBlacklist to disable LOD generation for specific GameObjects. Extension Ladders and Lockpickers are on there by default.fixComplexMeshesBlacklist to disable simplification for specific meshes. Use this if there's an overly complex mesh that you don't want simplified.cullStart from 0.02 to 0.01, this should fix pop-in on very small items.isReadable when comparing meshes.isReadable when simplifying.deDupeTextureBlacklist defaults.Dedupe category. Every mod that uses a base game asset loads another copy of it into memory, and this system goes through and unloads those extras. I'll be revising and expanding this system over the next updates, if there are any issues please report them on the Github or Discord thread.Textures category. This will resize textures that are over a certain size and reduce VRAM usage.Meshes category. I'll be revising and expanding this system over the next updates, if there are any issues please report them on the Github or Discord thread. Currently the system only works on GrabbableObjects (scrap and tools).cameraRenderTransparent config (true by default), which sets whether the ship/security cameras should render transparent objects.compensationMoonBlacklist config (empty by default), which is a list of moons where volumetricCompensation will be disabled while outside. Use this for modded moons that become too foggy with volumetricCompensation.minimalLogging config to default to true.lightVolumetricDistCap config to default to 250f instead of 150f, it was a bit overtuned for default.patchCameraScript.changeLightFadeDistance enabled. Now there is a minimum fade distance of 5m.useLegacyCustomShader, if you preferred it. For people who were using the WIP shader, make sure to re-enable useCustomShader.reflectionAtlasSize description.unloadUnused is enabled.volumetricCompensation config in Rendering (on by default) that will modify light intensity and fog thickness to account for the changes in the custom shaders. This should match vanilla's look more closely, especially in regards to fog density.minimalLogging doing the opposite of what it said. (adding logging when true, removing when false)useWIPCustomShader requiring useCustomShader.useWIPCustomShader) with more of that 'lethal company charm'. It's still not there yet, but this should be a little closer. It's disabled by default while I work out the visual stylings.minimalLogging config under Investigation. This will disable the readout of how many objects were cleaned up/how many objects are loaded total, which may reduce the stutter when cleanup occurs on day rollover.fixInputActions was enabled./sponge shader chat command when useCustomShader is disabled, to avoid confusion.reflectionAtlasSize (whoops, didn't realize I initially tested with LethalPerformance on and thought their default was LC default.)Remove posterization shader was disabled but Use custom shader was not.