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Releases: CowboyBingus/EnemyCollisionSynchronized
Release list
Enemy Collision Synchronized - v2.13.0
- A poll with nothing to inspect no longer re-reads every enemy or the clock, and a corpse that has needed no correction for about a second is re-checked progressively less often (at most 3-4 s apart) instead of on every visit. Measured in game: 0.036-0.047 to 0.021-0.022 ms per frame in missions, and 0.099 to 0.025 under heavy load.
- A settled ragdoll's motion check no longer makes Lua tables, with the same results: inspecting one allocates less Lua memory per poll (synthetic scene: 36.9 to 31.0 KB, and 33.4 to 29.5 KB in compiled code).
Enemy Collision Synchronized - v2.12.0
- Polls on the ship, outside a mission and in a mission with nothing to inspect no longer allocate Lua memory, and make 1-2 memory reads instead of 4-5.
- Scanning living enemies and inspecting corpses and ragdolls take fewer memory reads and less Lua memory, with the same checks and results.
- Errors from the game or from other mods now reach the game unchanged instead of looking like errors in this mod.
- After such an error the mod pauses, forgets what it was tracking and resumes once 60 updates in a row succeed.
- Performance profiling and the frequent status log run again only when diagnostics are turned on.
- Another mod's Windows declarations can no longer stop this mod's memory reader from starting.
- Requires Bingus Shared Loader v18 or newer.
- Measured in live play: 0.067 ms per frame in client missions (0.188 in the previous session, which had more ragdolls) and 0.004 on the ship.
Enemy Collision Synchronized - v2.11.0
- Guard validation compares fresh game bytes against a reusable buffer instead of copying each block into a Lua string: 10-35% less CPU per poll in the synthetic benchmark, most in repair-heavy scenes. The same reads, guards and results; profiling counts are unchanged.
- About half the Lua garbage per poll in realistic synthetic scenes, with a byte-identical command log (changes first built as v2.10.3, never released separately).
- A one-second cooldown before re-posing the same actor again for small corrections (under 10 cm and 5 degrees); larger gaps and rotations bypass it. This cuts repeated re-posing of settled Charger ragdolls.
- Measured in real play: about 0.29 ms to 0.14 ms of main-thread time per frame in missions.
Enemy Collision Synchronized - v2.10.2
- Update native guards and corpse state-machine asset hashes for Steam build 25480438.
- Preserve the 21-profile allowlist and opt-in profiling.
- Offline builds and package checks pass; live gameplay validation remains pending.
Enemy Collision Synchronized - v2.10.1
- Update compatibility for game build 25327279.
- Refresh enemy collision and ragdoll layouts, including Bile Spewers.
- Reduce repeated guard reads when no correction is needed.
- Keep routine performance logging disabled unless diagnostics are enabled.
Enemy Collision Synchronized - v2.9.2
- Make detailed performance profiling and periodic status logs opt-in.
- Remove routine profiler instrumentation and disk output from default gameplay.
- Preserve the published collision-repair behavior and validation guards.
- Offline regression checks cover this update; live frame-time verification remains pending.
Enemy Collision Synchronized - v2.9.1
- Moves logs to
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs. - Requires Bingus Shared Loader v14 for the shared log folder.
Enemy Collision Synchronized - v2.9
- Reduced CPU overhead when checking corpses and settled ragdolls.
- Reduced temporary memory allocations and repeated physics calculations.
- Improved performance logging to identify costly enemy checks and processing spikes.
- Separated mission performance from time spent on the ship for clearer comparisons.
- Preserved existing collision repairs, ragdoll stabilization, enemy coverage, and check frequency.
Install Enemy-Collision-Synchronized-v2.9.zip with the separately downloaded Bingus Shared Loader v12 or newer. Close the game, replace the previous mod package, then Purge / Deploy. With Arsenal's default priority, put the shared loader last.
Vanilla Plus Megapack v8 also includes this update. Current standalone copies can remain installed; callbacks do not stack. Give the updated package winning priority over older copies.
Enemy Collision Synchronized - v2.7
- Reduced processing overhead when many enemies and corpses are present.
- Spread collision checks across updates to reduce performance spikes during crowded fights.
- Removed redundant memory reads and reduced temporary allocations.
- Added automatic performance logging to help identify remaining hotspots.
- Retained existing corpse collision repairs and ragdoll stabilization safeguards.
Install Enemy-Collision-Synchronized-v2.7.zip with Bingus Shared Loader v9 or newer, downloaded separately. Close the game, replace the previous mod ZIP, then Purge / Deploy. With Arsenal's default priority, put the shared loader last.
If the megapack is also installed, give the updated package winning priority over older copies. Duplicate callbacks do not stack.
The automatic report is saved to %LOCALAPPDATA%/EnemyCollisionSynchronized-Performance.log. See the profiling guide.
Enemy Collision Synchronized - v2.6
Keeps large enemy corpse collisions aligned with their bodies and curbs renewed ragdoll movement that can occur in vanilla.
Includes compatible large Terminid, Automaton and Illuminate enemies, including Bile Titans and Impalers. Corpse bodies retain their normal collision.
Install Enemy-Collision-Synchronized-v2.6.zip with Arsenal or HD2MM. Install Bingus Shared Loader v9 or newer separately from its own repository. With default Arsenal priority, place the loader last, then Purge / Deploy.