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released this
2026-06-25 20:26:42 -04:00 | 0 commits to main since this releaseNew
Mesh LOD module (disabled by default)
Adds a level-of-detail system for rolling stock that the base game lacks. Each car
gets a 4-level LODGroup: full detail up close, two progressive renderer-culling
passes at mid distance (sorted by size so structural geometry survives and tiny
details drop first), and a single 12-triangle proxy box far away. Transition
distances and cull aggressiveness are configurable; apply it to locomotives,
freight, or both independently. Frees up GPU resources when hundreds of cars are in view or on weaker systems that can't handle as many triangles.(This is still quite experimental, and you might notice on oddly shaped cars or edge cases where some parts of the car will stay in an LOD state. Not unstable, just visual glitches.)
Profiler module (disabled by default)
A unified in-game performance overlay, split out of Physics Optimizer into its own
module. Always shows the render + physics frame-time graph and timing report;
extra sections appear automatically for whichever optimization modules are enabled- Physics Optimizer LOD/auto-freeze quick-toggles with live stats, and Mesh LOD
per-level car counts. Toggle with/rpf overlay.
Track & industry name labels on the map
The map now labels named tracks and industries, read live from the game's industry
data so mod-added tracks appear automatically. Labels render in three zoom stages -
individual per-track labels with leader lines up close, merged labels at medium
zoom, and one large label per industry area when zoomed out. Every threshold, font
size, leader-line thickness, and the merge behavior are configurable from the gear
menu Labels submenu or the S³ settings page.These settings will need to be changed by each user as scaling and whatnot depends on screen/game resolution!
Changed
- The profiler overlay moved out of Physics Optimizer into the new Profiler
module. Enable Profiler to see the overlay;/rpf overlaycontrols it there.
Physics Optimizer keeps its Harmony patches and debug car tinting. - Removed the F10 "switch to popout" shortcut - it conflicted with UMM's
Shift+F10 hotkey, and F9 already detaches the popout.
Fixed
- "Jump to mouse" (T key) now works from both the in-game map overlay and the
detached popout window. The overlay's input-gate patch had been blocking the
game's teleport, and the popout couldn't receive the key while the game window
was unfocused. - Map hotkey pass-through: with the Map Module disabled, pressing M now
opens the base-game map normally instead of being intercepted. - Mesh LOD proxy-box color: distant proxy boxes again render in the car's own
color instead of flat gray (they'd been given a shared material tinted via the
legacy_Colorproperty, which URP ignores in favor of_BaseColor). - Mesh LOD memory: the proxy-box mesh is now released when a car's LOD is torn
down or refreshed, instead of leaking until the scene unloads.
Downloads
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Source code (ZIP)
4 downloads
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Source code (TAR.GZ)
1 download
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SetonsSpecialSauce-0.2.7.zip
40 downloads · 275 KiB
- Physics Optimizer LOD/auto-freeze quick-toggles with live stats, and Mesh LOD