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Releases: MathMot/MEROptimizer

V1.1.4

25 Mar 18:53

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  • Fixed a potential bug when displaying primitives with the fade option activated. ( Thanks to Icy Clean for telling )

  • Swapped the colors indicated if the plugin is disabled or not in the command message. ( thanks Mike truc for telling )

Full Changelog: V1.1.3...V1.1.4

V1.1.3

23 Mar 12:21

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Fixed NRE when a player disconnects.

Reported by Icy Clean and MedveMarci, thanks

Full Changelog: V1.1.2...V1.1.3

V1.1.2

21 Mar 09:11

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This release was made at 320 km/h (200 mp/h for weird people )

A lot of issues were in the latest release with the new cluster system, everything should be fixed now.

  • Changed default config to better match most of the schematics
  • A lot of fixes on the latest added system, everything should work ( missing late spawn, roles without colliders, etc )
  • Fixed an issue where players with custom scales were having issues seeing clusters
  • SCP 079, Overwatch and FilmMaker support
  • Added a config to choose wether or not tutorials will be affected by PDS, mostly for moderation reasons
  • Spectators will now have by default the fade spawn ( is the instant spawn is disabled ) if the pds for spectators is disabled, preventing huge freezes when player dies
  • Added a new config to add custom distance for cluster spawn to specific schematics
  • More debugs
  • Changed command description
  • And something else but i forgor

Thanks to Icy Clean and Crazylegoman for reporting issues/submitting ideas

Full Changelog: V1.1.1...V1.1.2

V1.1.1

20 Mar 03:00

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  • Fixed primitives having as a parent the root object of the schematic being not excluded from the optimization process even if their name was in the config

  • Added a way to exclude the optimization of a whole schematic by putting its name in the config (exclude_object property)

  • Better readme with note for users using AMERT in their server & other

Thanks to @BANANAMANBUILDS for the testing and ideas

Full Changelog: V1.1.0...V1.1.1

V1.1.0

19 Mar 23:07

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  • Added client side optimization, when players are far away from a schematic, the primitives of the schematic will unspawn, and vice versa comme on dit chez nous.

  • Rework of some bit of code, more open ( and complicated ) configs

  • New commands

  • And stuff that i forgot

Check the updated readme for more informations about the new features & configs

I'm leaving for 4 days so i hope it works
Full Changelog: V1.0.4...V1.1.0

mais nan

V1.0.4

10 Mar 18:22

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Fixed animations having as a root object a primitive being optimized.

Full Changelog: V1.0.3...V1.0.4

V1.0.3

05 Mar 11:38

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Changed PluginPriority so that the patch wouldn't break if MER was loaded before MERO.
Added logs when the plugin is enabled.

Full Changelog: V1.0.2...V1.0.3

V1.0.1

03 Mar 18:56

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Added Quads&Planes to optimization only if the primitive has no collision

  • Small fix on the returned texte of mero.info

Full Changelog: v1.0.0...latest

V1.0.2

04 Mar 19:59
80aa048

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Better way to detect when a schematic is being destroy, should be now properly be compatible with AMERT.
More debugs
ServerSide Schematics will now take 1 second before being destroyed, preventing clients to glitch for displaying the primitives.

What's Changed

Full Changelog: latest...V1.0.2