v1.0.0
Changes in 1.0.0
Initial release.
Added
- Distance/visibility LOD for all NPCs (base game + any NPC-adding mod) via the game NPC registry.
- Three tiers: Full, Cosmetic (renderer hidden, AI untouched), Deep (movement + schedule paused).
- Clean wake-up: schedule re-enable +
EnforceStatetime catch-up, movement resume, NavMesh repair,
then reveal - no T-pose, no off-NavMesh agents (failed wakes are kept Full for the session). - Functionality-preservation exemptions: dealers/employees/customers mid-task, story/
IsImportant,
in-dialogue/in-vehicle/KO'd/panicking NPCs, and anyone near any player are never deep-culled. - Multiplayer safety: cosmetic culling is local per-client; deep culling is host-authoritative only.
- Budgeted, allocation-free re-evaluation loop with distance hysteresis.
RestoreAllbefore save / scene change / quit so NPCs are never persisted in a culled state.- Configurable distances, tier toggles, on-screen guard and an optional FPS counter (MelonPreferences).
- Optional, opt-in compatibility shim for the CrossCompat/Mono Fannso's MoreNPCs build on standard
IL2CPP (MoreNpcsCompatShim, default off). - Debug build only: on-screen HUD, hotkeys (F6-F10) and a
siesta ...dev-console bridge.