Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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