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Releases: KodeMannn/PZ-Mod-Performance-Suite

v2.12.2: Precision Dormancy Calibration & Differentiated Semantic Risk Scoring

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@KodeMannn KodeMannn released this 05 Oct 13:01

🚀 PZ-Mod-Performance-Suite v2.12.2

⚡ Precision Dormancy Telemetry & Differentiated Semantic Scoring

  • Full Accounting of All 12 Permanent Loops: Deep-dive Lua source code audits verify that among the 12 registered per-frame engine hooks, only \Cye's Push Doors!\ (2 hooks) actively executes background spatial tile scans (\scanNearbyDoors()\ across 25 tiles every 2 ticks). The remaining 5 mods (\Take A Bath And Shower [SP/MP]\ (4), \Push Vehicle\ (3), \Realistic Dashboard and Gauges\ (1), \Lethal Stealth\ (1), and \Traits As Skills\ (1)) feature instant early-returns (< 0.001 ms) when not actively engaged in situational interactions.
  • Differentiated Semantic Risk Scoring: Continuous loops receive 12 pts and 2.0x query weighting, whereas dormant early-exit loops receive 4 pts (representing pure Java $\rightarrow$ Lua JNI bridge dispatch) and 0.33x query weighting.
  • Accurate Mod Tiering:
    • \Take A Bath And Shower [SP/MP]\ drops from Tier 1 (CRITICAL) [93/100] to Tier 3 (MODERATE) [44/100] with [Nature: Dormant (Early-Exit)]\ and +0.44 ms\ idle tax.
    • \Push Vehicle\ drops to Tier 4 (Lightweight) [15/100] with +0.31 ms\ idle tax.
    • \Cye's Push Doors!\ remains Tier 2 (HIGH RISK) [51/100] with \Active: Background 25-Tile Door Scanner (~Every 2 Ticks).
  • Mass Vehicle Fleet Regex Refinement: Excluded interaction tools like \PushVehicle\ from drivable vehicle fleet matching, ensuring vehicle fleets report 0 active per-frame loops while accurately emphasizing their 957 meshes and 115 MB textures on chunk traversal.
  • Direct Standalone Downloads: Standalone single-file downloads for Windows (.bat, .ps1) and Linux/Steam Deck/macOS (.sh) — no zip extraction required!

v2.12.1 - Idle Baseline vs. Active Burst Tax & Loop Nature Classification

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@KodeMannn KodeMannn released this 05 Oct 12:33

Changes in v2.12.1

  • ⚡ Dual-Metric Frame Budget Telemetry: Splits Cumulative Mod Frame Tax into Idle Baseline Tax (the unavoidable Java-to-Lua JNI event bridge dispatch overhead + continuous background scans) and Active Burst Tax (peak worst-case concurrent load during vehicle pushing, driving, or combat).
  • 🏷️ Continuous Polling vs. Dormant (Early-Exit) Classification: Permanent per-frame loops are now explicitly categorized into:
    • Continuous Polling: True background workers that scan surrounding tiles or calculate status continuously (e.g. \Cye's Push Doors!, \Take A Bath And Shower).
    • Dormant (Early-Exit): Hooks registered in the engine that exit in < 0.002 ms when idle (e.g. \Push Vehicle, \Realistic Dashboard, \Traits As Skills).
  • 🎯 Situational Stealth Trigger: Accurately tags \Lethal Stealth\ as \Situational: While Sneaking / In Stealth Stance\ with early-return dormant status.
  • 🚀 Standalone Direct Downloads (No Zip Files):

PZ-Mod-Performance-Suite v2.12.0 - Autonomous NPC AI, Entity vs Tile Query Dissection & VRAM Saturation

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@KodeMannn KodeMannn released this 05 Oct 12:02

Changes in v2.12.0

  • Entity Scan vs. Map Tile / Fixture Query Dissection: Separates monolithic world query counters into entity/zombie scans (\getZombieList, \getCharacters) and map tile coordinate lookups (\getSquare, \getGridSquare). Completely eliminates false 'Combat Hitch / Horde Proximity' labels on non-combat interaction mods like Take A Bath And Shower (plumbing fixture checks) and Cye's Push Doors! (door tile checks).
  • Autonomous NPC AI Simulation Taxonomy: Adds dedicated taxonomy for complex NPC simulation frameworks (Project A-Life [ALIFE NPCS], Superb Survivors, Bandits), attributing heavy tick loops to \Active: Autonomous NPC AI & Sensory Scanning\ with [AI Simulation Spike]\ categorization.
  • VRAM Texture Streaming vs. 3D Chunk Meshing Precision: Distinguishes texture-heavy mods with modest 3D geometry (Lifestyle: Hobbies with 217 MB textures, 34 meshes) as \VRAM Texture Streaming & Asset Loading (PCIe Thrashing Risk)\ rather than chunk traversal lag.
  • Universal Container Rebuild & CleanUI Precision: Expands heavy container rebuild detection (
    efreshBackpacks,
    efreshWeight) to all inventory overhaul mods (CleanUI), correctly tagging them as \While Inventory / Container Grid Open\ and eliminating false 'While in Viewpoint' labels and mod-compatibility helper false opt-in names.
  • Direct Standalone Downloads: Available directly as standalone single-file downloads (\Scan-PZModPerformance.bat\ for Windows, \Scan-PZModPerformance.sh\ and \Scan-PZModPerformance.ps1\ for Linux/SteamOS/macOS) with zero zip archive extraction friction.

PZ-Mod-Performance-Suite v2.11.1 - Named Opt-In Modes & Direct Single-File Downloads

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@KodeMannn KodeMannn released this 05 Oct 11:40

Changes in v2.11.1

  • Named Opt-In Feature & Hotkey Identification: Automatically resolves and displays the exact opt-in mode name (e.g. \Opt-In [All-Containers Mode]: Moving Near Containers (Backpack Rebuild - Unconstrained Movement Hitch)). Mod authors and users immediately see which specific feature produces the hitch.
  • Direct Single-File Standalone Downloads: No zip or tar.gz archives required! Windows users can download \Scan-PZModPerformance.bat\ directly as a single-file executable, and Linux / Steam Deck / macOS users can grab \Scan-PZModPerformance.sh\ and \Scan-PZModPerformance.ps1\ directly with zero extraction friction.

PZ-Mod-Performance-Suite v2.11.0 - Deterministic Tax Breakdown, Loop Ownership Attribution & Movement Gating

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@KodeMannn KodeMannn released this 05 Oct 11:32

Changes in v2.11.0

  • Deterministic Continuous Frame Tax Formula Breakdown: Transparently details the exact arithmetic constituents of continuous CPU tick tax (Hooks + World Queries + Container Rebuilds + UI Polling + JNI Calls) in mod cards and Top CPU Tax summaries.
  • Explicit Global Loop Ownership Attribution: Directly names the owning mods alongside the active permanent per-frame loop counter (e.g. \5 permanent hooks [Push Vehicle (3), Traits As Skills (1), Realistic Dashboard and Gauges (1)]).
  • Movement-Gated vs Stationary-Gated Trigger Detection: Detects standing-still guards (
    ot player:isPlayerMoving(), \isMoving()) on container rebuilds and heavy logic, automatically categorizing them as \Situational: When Standing Still / Stationary (Container Rebuild — Zero Movement Hitch)\ and lowering spike severity from Moderate to Low.
  • Opt-In Feature & Hotkey-Toggled Mode Tagging: Detects toggle guards (\isActive(), \isEnabled, keybind toggles) and prefixes scenarios with \Opt-In Hotkey Mode:.

PZ Mod Performance & Optimization Suite v2.10.0 - Linux & macOS Support

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@KodeMannn KodeMannn released this 05 Oct 11:22

What's New in v2.10.0

  • Native Linux & macOS Support: Cross-platform path resolution supporting Linux Steam (Standard, Steam Deck / SteamOS, Flatpak Steam) and macOS Steam (\Application Support\ / .app\ bundles).
  • Universal Unix Runner (\Scan-PZModPerformance.sh): A single POSIX Bash launcher for Linux and macOS.
  • Steam Deck & Zero-Root Ready: If PowerShell Core is not installed, the runner provides an interactive 1-click portable download directly into user-space (~/.local/share/powershell). Zero root/sudo privileges needed, working seamlessly on Steam Deck's read-only SteamOS filesystem!
  • Cross-Platform Workshop & Library Discovery: Recursively detects multi-drive Steam libraries across Linux mount points (/media/..., /run/media/...) and macOS (/Volumes/...).
  • OS-Native Report Viewers: Option [8] automatically uses \xdg-open\ on Linux, \open\ on macOS, and \Start-Process\ on Windows.

PZ Mod Performance & Optimization Suite v2.9.0

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@KodeMannn KodeMannn released this 05 Oct 11:07

What's New in v2.9.0

  • Heavy Container Rebuild Detection: Expanded semantic parser to detect heavy vanilla container rebuilds and cache invalidation routines (
    efreshBackpacks,
    efreshWeight, \updateContainers) in per-frame and periodic hooks.
  • In-Hook UI Tree Polling Detection: Detects mods that poll \UIManager, :isReallyVisible(), and window hierarchies inside \OnTick/\OnRenderTick\ loops, attributing ~2-8 ms continuous frame delay specifically to UI polling.
  • Function-Scoped Hook Body Parsing: Fixes whole-file false-throttled classifications by extracting and inspecting the handler function bound to \Events..Add()\ rather than checking for throttling keywords anywhere across multi-thousand-line files.
  • JNI Bridge & Java Reflection Tracking: Detects \luajava.bindClass, reflection invocations, and Java bridge calls in per-frame hooks.
  • New Situational Taxonomy: Adds \Situational: Moving Near Containers (Backpack Rebuild)\ and \Situational: While in Viewpoint (UI Polling & Containers).

v2.8.0: Granular Situational Trigger Taxonomy & Attribution Precision

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@KodeMannn KodeMannn released this 05 Oct 10:51

What's Changed in v2.8.0 ⚡

🎯 Granular Situational Trigger Taxonomy & Attribution Precision

  • Elimination of Generic "Periodic Timer" Buckets: Forensic analysis of Lua semantics revealed that mods previously labeled under generic periodic timers actually execute under specific, context-dependent gameplay scenarios.
  • 10+ New Situational Trigger Classifications:
    • Active: While Inside Vehicle / Driving (e.g. Realistic Dashboard and Gauges / RealisticDash, passenger gauges)
    • Situational: While Jogging / Moving on Foot (Gear Audio) (e.g. Dynamic Gear Rattling, which checks isPlayerMoving(), not isDriving(), and AnimationState != idle)
    • Situational: While Pushing a Vehicle (e.g. Push Vehicle, which checks #pendingPushes == 0 and hotkey triggers)
    • Situational: While Lockpicking / Mini-Game Active (e.g. Neat Lockpicking, which only renders minigame panels during lock interactions)
    • Situational: After Completing Timed Actions (Auto-Stow) (e.g. Tidy Up Meister, which automatically returns tools/items to holsters/bags upon finishing tasks)
    • Situational: While Building / Placing Furniture (e.g. Construction 1P Viewpoint, which only runs when the 1st person construction cursor is active)
    • Situational: Threat Proximity & Hostile Alerts (e.g. Viewpoint Threat Detector, which calculates threat vectors only when hostiles enter line of sight)
    • Situational: Combat & XP Gain / Zombie Kills (e.g. Traits As Skills, which hooks weapon swings, hits, and zombie deaths)
    • Situational: While Using Controller / Gamepad (e.g. Project Viewpoint Controller Support, which calculates analog joystick camera deadzones)
    • Situational: Second-Screen Browser Telemetry (~Every 500ms) (e.g. PZ Pulse, which writes telemetry to disk for second-monitor browser dashboards)
    • Situational: Damaged Object Sprites & Water Animations (e.g. More Damaged Objects)
    • Situational: Character Creation & Join (One-Time Setup) (e.g. Spongie's Character Customisation, which runs transient setup hooks on spawn and immediately removes them via Events.OnPlayerUpdate.Remove)
  • ZombieBuddy False Attribution Fix: Corrected a regex issue where any mod with Zombie in its ID was classified as a ~10-35 ms [Combat Hitch]. Diagnostic log filter tools like ZombieBuddy now properly register as < 1 ms [Imperceptible] passive utilities.

📦 Distribution & Packaging

v2.7.1: State-Gated vs Continuous Hook Classification & UI/Vehicle Trigger Scenarios

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@KodeMannn KodeMannn released this 05 Oct 10:37

What's Changed in v2.7.1 ⚡

🎮 State-Gated vs. Continuous Hook Classification

  • Deep Semantic Lua State-Gate Detection: Upgraded Analyze-ModLuaSemantics with multi-line regex pattern recognition for early return state guards (if not DragAndDrop.hasPendingCancel then return end, if not player:getVehicle() then return end, if not self:isVisible() then return end).
  • Truthful UI Trigger Attribution: UI mods (such as Equipment UI - [Standalone], CleanHotBar, Neat Crafting, Mini Health Panel) now display Situational: While Menu / UI Is Open with ~2-8 ms [Frame Delay] during active inventory/drag operations, rather than falsely accusing them of burning frame time at all times.
  • Truthful Vehicle Trigger Attribution: Vehicle mods registering Events.OnPlayerUpdate (such as '91 Nissan 240SX pop-up lights or DorothyAnemometer) now display Active: While Driving / Vehicle Streaming.
  • Zero False Continuous Accusations: Idle background cost for state-gated hooks is reduced to +0.02 ms/frame (a simple 1-line boolean pointer check), dropping active permanent loops to 0 and giving players an accurate, trustworthy picture of their modpack's CPU budget.
  • Mass Vehicle Fleet Notice Tuning: Updated vehicle warnings to report state-gated hooks instead of misleading users that continuous heavy loops are active while on foot.

📦 Distribution & Packaging

v2.7.0: Top 10 Worthy Spike Culprits, Worthiness Gatekeeper & Mesh Accuracy Audit

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@KodeMannn KodeMannn released this 04 Oct 22:50

What's Changed in v2.7.0

  • Top 10 Correlated Spike Culprits (Strictly Gated):
    • Expanded the spike culprit list to display up to the Top 10 highest-impact mods for any recorded hitch.
    • Implemented the strict \Test-IsSpikeWorthy\ gatekeeper: candidate mods must exceed tangible execution thresholds (\FrameTaxRaw > 0.02, permanent loops, in-hook queries, throttled hooks, or massive world meshes/VRAM load).
    • Zero Padding: Completely eliminated artificial padding loops. Harmless cosmetic packs (< 1 ms [Imperceptible]\ / passive static UI) are never falsely blamed for frame spikes. If only 3 worthy mods exist, only 3 are displayed.
  • World / Chunk Geometry vs. Character Skinned Mesh Differentiation:
    • Accurately distinguishes static world tile/chunk geometry and vehicles (\�oxel, props, world tiles) from character attachments (\clothing, \hair, \skinned).
    • Character hair and clothing mods will never be blamed for chunk cache rebuild stalls (\chunk cache XX ms: YY builds) or given unfair risk penalties.
  • Stutter Roster Sorting Overhaul:
    • The master active mod roster now sorts primarily by Stutter Impact Severity (\CRITICAL\ -> \HIGH\ -> \MODERATE\ -> \LOW\ -> \NEGLIGIBLE) and predicted latency burst rather than raw asset count.
    • Passive cosmetic mods (< 1 ms) always settle cleanly at the bottom.
    • Color coded per severity rank: Red for CRITICAL, Yellow for HIGH, DarkYellow for MODERATE, Cyan for LOW, and DarkGray for NEGLIGIBLE.
  • Precision Frame Tax Weighting:
    • Queries executed inside throttled / periodic hooks (\PermanentHooks == 0) are scaled down from full continuous per-frame weight to reflect real-world interval execution.
  • Bundled & Verified:
    • Synchronized standalone polyglot wrapper \Scan-PZModPerformance.bat\ and documentation.