Congos Dynamic Lights

by TheRealCongo

2.1.4

Name changed to Congos Dynamic Lights

Preview Image improved
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 03:57:25 GMT
Last Modified
Fri, 18 Sep 2026 03:58:11 GMT

2.1.3

Congo’s Light Cycle — Aviation Optimization Update

This update introduces player-controlled lighting distances under **Settings → Video → Congo’s Light Cycle**.

### How the sliders work

- **Light + Shadows:** Full fixture lighting with dynamic shadows.
- **Lights:** Lighting remains visible beyond the shadow range, but shadows are disabled for better performance.
- **Emissive Only:** Only the glowing fixture material remains visible at longer distances, without producing dynamic light.

The ranges automatically remain in the correct order and cannot exceed the player’s vanilla Draw Distance. Every slider has a minimum of **50 meters** to prevent lighting from being accidentally disabled completely.

### Changelog

- Added three client-side lighting-distance controls measured in meters.
- Added native hover and controller-focus descriptions for every CLC slider.
- Added automatic tier locking: **Light + Shadows ≤ Lights ≤ Emissive Only**.
- Added a 50-meter minimum to all lighting tiers.
- Added automatic correction for older saved settings below the new minimum.
- Added vanilla Draw Distance limiting to prevent CLC from rendering beyond the player’s configured view range.
- Added emissive-only distance rendering for supported interior and industrial fixtures.
- Emissive glow now follows fixture power state and broken-light status.
- Emissive colors now derive from each fixture’s assigned light color.
- Reduced distant lighting cost by progressively removing shadows, dynamic lighting, and finally emissive visibility.
- All distance controls remain client-local and do not change server gameplay or replication state.
Game Version
1.8.0.13
Created
Sun, 13 Sep 2026 19:07:31 GMT
Last Modified
Sun, 13 Sep 2026 19:09:23 GMT

2.1.2

+Added World Editor support for placing CLC Lighting Zones directly into custom maps and scenarios.

+Added a resizable visual cylinder showing each Lighting Zone’s radius and vertical height in World Editor and Game Master.

+Added clearer usage instructions for zone radius, height, inherited values, House Eligibility, and Break Chance.

Improved:

Lighting Zone radius and height changes now replicate and update their visual boundary.

Shared component registries and configuration data now initialize only when required.

Reduced CLC’s script-startup footprint to improve compatibility with servers running large mod lists.

Improved internal cleanup of shared lighting and shadow-management state.
Game Version
1.8.0.13
Created
Wed, 09 Sep 2026 21:07:37 GMT
Last Modified
Wed, 09 Sep 2026 21:08:21 GMT

2.0.0

V2 changelog — Runtime Variant
-Reworked interior and industrial fixtures from the V1 streetlamp-driven approach into CLC runtime lights.
-Kept streetlamps on their native sunset schedule, while retaining global random break behavior.
-Added shadow-casting point-light runtime fixtures and fixture-specific near-plane settings to address wall-light bleed.
--Added server-authoritative GM World Settings:
---Light Break Chance
---Runtime Lights On Hour
---Runtime Lights Off Hour
---House Eligibility
-Added staggered runtime-light activation for a more natural building-by-building sequence.
-Added short runtime-light transition flicker.
-Added per-building eligibility: some buildings can remain fully dark while others receive their normal fixture-level break rolls.
-Added placeable CLC Lighting Zones with local overrides for radius, height, break chance, hours, and house eligibility.
-Replaced independent per-fixture polling with shared, batched scheduling for runtime transitions.
-Preserved non-destructive streetlamp deduplication to avoid prior join-in-progress replication-item problems.
-Removed obsolete V1-era runtime light-prefab assets replaced by the new runtime system.
Game Version
1.8.0.13
Created
Mon, 07 Sep 2026 01:03:23 GMT
Last Modified
Mon, 07 Sep 2026 01:03:57 GMT

1.0.5

Added:
GM Slider for adjusting break chance in game without server restart.

DISCLAIMER:
-This is a soft update, reworking to runtime lighting has produced highly positive results. this soft update is to get the GM slider out there for anyone using the current build while I finish up on v 2.0.0
Game Version
1.8.0.13
Created
Sun, 06 Sep 2026 16:18:06 GMT
Last Modified
Sun, 06 Sep 2026 16:18:27 GMT

1.0.4

Added:
-Should be all vanilla light fixtures now (Interior,Exterior, and Streetlamps)
-Attempt at a client based Shadow Culling script to lower the impact of shadow casting on individual client performance

In The Works:
-Game Master slider to adjust break % chance on sunset
Game Version
1.8.0.10
Created
Thu, 03 Sep 2026 01:40:33 GMT
Last Modified
Thu, 03 Sep 2026 01:40:59 GMT

1.0.3

Fixed:
-JIP Error presenting as a result of failed replication between client and server. Scripts now identify duplicate light entities on child prefabs and mark them as permenantly broken rather than attempting to delete them on initialization.
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 20:01:40 GMT
Last Modified
Sun, 30 Aug 2026 20:01:47 GMT

1.0.2

Added
Final touches on the last fluorescent light
Tooltip added to settings.json for server owners
***Delete previous settings.json before updating***
Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 17:37:03 GMT
Last Modified
Thu, 20 Aug 2026 17:37:10 GMT

1.0.1

Added:
-Creation of settings.json for server owners to adjust the roll chance of broken lights on night time
--Value in settings.json is checked on server start, any changes made to settings.json will only be loaded after a server restart
Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 01:13:26 GMT
Last Modified
Thu, 20 Aug 2026 01:13:33 GMT

1.0.0

Game Version
1.8.0.10
Created
Wed, 19 Aug 2026 20:09:42 GMT
Last Modified
Wed, 19 Aug 2026 20:09:48 GMT

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