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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
· 12 commits to main since this release

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.