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v1.0.0

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@github-actions github-actions released this 20 Jun 01:40
· 36 commits to main since this release

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 + EnforceState time 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.
  • RestoreAll before 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.