Teardown
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平息碎片
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Type: Global
文件大小
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89.915 KB
2023 年 10 月 29 日 上午 6:58
6 月 28 日 下午 5:34
13 项改动说明 ( 查看 )

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平息碎片

描述
将源于任意静态体的碎片融合回世界体(即world body)以便在极小的画面影响下*优化破坏后的性能。
⚠️注意⚠️ 此模组不会优化破坏时的性能
* :大部分性能优化模组选择删除较小的体/形(bodies/shapes)以优化场景性能表现,因此不可避免地影响画面视觉效果(毕竟删了东西)。此模组不会删除这些形因此对画面影响极小。


内容
  • 碎片融合回世界体
  • 掉落到动态物体(如载具)上的碎片不会融合,除非其接触到另一静态物体
  • 可从世界体释放单独碎片(抓取)*
*:碎片目前不带特殊标签因此仅允许释放体素量少于500的碎片


已知问题
  • 不会正确处理带有单独静态体的场景*
  • 可能会在破坏时造成额外卡顿
  • 任何移除体的“inherittags”标签的模组均可能会干扰此模组并导致大约10%的碎片被忽略


封面图编辑自GLaDOS的概念稿。
此模组位于crowdin的本地化项目[crowdin.com]
*:如开发者 Voxagon(也就是 Dennis)所言,此处引述并翻译原文:“静态体不应该被使用。他们从一开始就一直有问题,从0.7版本开始换了新算法之后更糟糕了”(参考: discord消息[discord.com])。因此如果你游玩的任何地图中出现碎片被冻结在半空并不会随结构一同下落则表示那一结构是使用单独静态体制作的,这种情况应当汇报至地图作者。
90 条留言
Mozzi 4 月 9 日 上午 9:25 
is there a reason why? no offense not trying to be mean just wish my 2 favorite mods were comptabile but i understand if u chose not to process them
YuLun  [作者] 4 月 9 日 上午 5:57 
there is, as I've said I just chose not to process them
Mozzi 4 月 9 日 上午 12:17 
i understand , but is there a way to make it also freeze small debris? or is it not possible?
YuLun  [作者] 4 月 8 日 上午 7:14 
I just chose not to process them, it simply doesn't makes much sense to me
Mozzi 4 月 8 日 上午 5:28 
i know they should be handled by the game, but i like keeping them so i have a mod to keep them. Is it a mod setting that debris that small doesnt get frozen, or is it impossible to make debris that small freeze? the mod that keeps small debris is a pretty popular one so a setting to set the minimum voxel debris to freeze would be nice ig but idk
YuLun  [作者] 4 月 7 日 下午 1:43 
debris that small should be handled by the game engine thus this mod have no control over them
Mozzi 4 月 7 日 上午 9:18 
I noticed very consistenly, 99% of debris under 5 voxels never get frozen ( especially with the mod that makes debris under 3 never auto despawn
SPRÏNTY 3 月 25 日 下午 3:18 
It's sad you can't fix it. Still, amazing performance mod! Thanks for making it! :)
YuLun  [作者] 3 月 25 日 下午 2:46 
1: Feature of this mod otherwise you could never pick up debris when you want to
2: It's not something I could change to resolve, if the easycleaner mod really is intended to delete shapes that's part of world body. There's no fast way (as in not to lag your game while doing so) to check for body connectivity under existing API so I can't make DIP to check for floating chunks. The best I could do is increase or remove the limit for releasing shapes (currently 500 voxels)

Marjory of lags you would be experiencing are due to pile of debris constantly colliding with each other so game have to solve that hundreds even thousands times per tick. DIP reduces collision calculation required by merging debris back to world body.
DIP doesn't change number of shapes involved in rendering process, If your game is no longer lagging after DIP kicked in, it means your GPU is capable hence not necessary to do any further cleaning.
SPRÏNTY 3 月 22 日 下午 12:33 
Hello! I found 2 issues with it (But otherwise it's a lifesaver)
1. When I look at an object INITIALLY attached to the level and press grab, it detaches. Weird but I can live with it
2. When I clean up the debris with easycleaner, some bigger chunks remain floating and I can't detach them by grabbing since they're too big... Stopping and starting physics again doesn't really work