v0.1.2
Source release for Vintage Story 1.22.3. Download the zip, extract, build on your machine. Requires any .NET 10 SDK (run dotnet --version to check).
Windows (GUI installer): double-click install-windows.cmd
Windows (manual): powershell -ExecutionPolicy Bypass -File build-windows.ps1
Linux: ./build-linux.sh
macOS: ./build-macos.sh
The build downloads the official VS 1.22.3 client (~570MB), decompiles it on your machine, applies patches, and packages a ready-to-run folder. Nothing copyrighted leaves your machine.
New since v0.1.1
- Shadow far vegetation skip (togglable)
- Chiseled block LOD: 83x vertex reduction for distant microblocks (togglable)
- Entity render distance pre-cull (skip render call before matrix work)
- Particle distance gate: emitters beyond 48 blocks stop spawning (togglable)
- Weather wind throttle: cache for 4 frames (togglable)
- Server GC + DATAS: 73% fewer GC collections, zero Gen1 promotions
- Lock contention reduction: 11 client locks converted to System.Threading.Lock
- Name-tag frustum reuse: IsRendered flag replaces per-frame SphereInFrustum
- Settings UI: Extra tab with 13 toggles and sliders, persists to ModConfig/optimum.json
- Deterministic build pipeline: pinned SDK via global.json, no decompile variance across machines
- Windows GUI installer with Optimum icon and branding
Fixes
- Duplicate version text in main menu resolved
- Main menu GitHub link restored (Cecil transplant for Compose method)
- Patcher reads pristine vanilla DLL (idempotent deploy)
- SDK constraint relaxed to accept any .NET 10.x (was pinned to 10.0.203+)
See the wiki for install instructions and the full feature list.