GK2 Faster Doors 0.3.2 - settings

Change them in the game: Esc > Mods > GK2 Faster Doors (GK2 Mod Framework), or F1 (ConfigurationManager),
or in BepInEx/config/gk2.fasterdoors.cfg (close the game first).
The blocks below are in the order of the Mods menu. A setting you change here stays changed after an update
(0.3.0 moved the settings into these blocks and kept your values).

== 1 Transitions ==

Faster transitions  [1 Transitions.FasterTransitions, default on]
  Shorter fades and a shorter black pause for doors you walk through and for map travel. Cutscenes, fights, quest
  scripts and anything else the game starts by itself keep the game's own timing. Off: the game's timing everywhere.

No black screen inside an area  [1 Transitions.HardCut, default on]
  A door you walk through, or map travel, that stays in the same area (the whole map is one: home, yard, tavern,
  church, morgue...) skips the fades: you are on the other side in the next frame and the camera jumps with you.
  The first visit to a place in a while may show its pieces appearing for a moment. Off: those doors fade quickly
  instead (the two settings below). Doors into another area (underground places, for example) always go through
  black, because the game loads that area there.

Fade length  [1 Transitions.FadeSeconds, default 0.15]
  Seconds of the fade to black and of the fade back, each, where a door still fades. The game: 0.3.

Black pause  [1 Transitions.BlackPauseSeconds, default 0.1]
  Seconds the screen stays black before you are moved. The game: 0.3.

== 2 Memory clean-up ==

Skip the game's memory clean-up at doors  [2 Memory clean-up.SkipCleanup, default on]
  On every door into another area (since game 1.008; every door before) the game cleans up its memory while the
  screen is black: it unloads unused assets and strips editor-only parts of the scene, which freezes the black screen
  for a moment on a grown save. With this on, most of those doors skip it; it still runs in full when it is due (the
  two settings at the end of this block), and loading a save always gets it. Off: as in the unmodded game.

Clean up while you sleep  [2 Memory clean-up.WhileSleeping, default on]
  When you fall asleep, the game's memory clean-up runs once behind the sleep's black screen (at most every five
  minutes). It unloads what the game no longer uses, so memory doesn't keep growing over a long session, and the
  1-3 s it takes are never seen.

Clean up at a door when RAM runs low  [2 Memory clean-up.WhenRamLow, default on]
  A last resort for long sessions without sleep: once memory has grown 1000 MB since the last full clean-up and your
  PC is short of RAM (less than 1.5 GB free, or the game holds more than 70 % of it), the next door you walk through
  goes through black once and cleans up there. The log says "RAM low (...)" when it happens.

Full clean-up every N doors  [2 Memory clean-up.FullCleanupEveryDoors, default 10]
  The full clean-up runs at least on every Nth door. 1 = every door (the unmodded game). Lower it if memory use
  bothers you; raise it for fewer pauses.

Full clean-up after memory grows (MB)  [2 Memory clean-up.FullCleanupAfterGrowthMB, default 300]
  The full clean-up also runs on the next door once the game's memory has grown this many MB since the last one.
  On a PC with little RAM, lower it.

== 3 Pause menu ==

Instant pause menu  [3 Pause menu.Instant, default on]
  Esc opens the pause menu at once. Before it opens, the game takes a screenshot for its bug-report button and
  encodes it as a PNG, which freezes the picture for a few hundred milliseconds (more at high resolutions). Here the
  screenshot is taken at the same moment and encoded in the background, so the bug report still gets it.

== 4 Doors ==

Walk into a door to use it  [4 Doors.WalkIn, default off]
  Walking into a door uses it, without pressing E: when the door's hint shows in front of you and you are walking,
  the door is used exactly as E would use it. Only doors you could use with E right now. Never a door with an
  event or a quest waiting on it, never with a window or a cutscene open, never while you carry a body or a
  zombie, and not while Almanac's AutoWalk is walking you (it uses doors itself). After you arrive, or after
  any other move, there is a pause of about a second so you do not bounce back through the door you came out of.
  To use a door while it is on, stand still and press E as before. It is off by default.

== Debug ==

Switch the mod off / on (to compare)  [Debug.Toggle, default not set]
  A key that switches the whole mod off and on while you play, so you can walk through the same door with and
  without it. Not saved: after a restart the mod is on again. Pick a key that nothing else uses.

Detailed log  [Debug.Verbose, default off]
  Writes every door's decision and what the full clean-up removed to BepInEx/LogOutput.log. One "door:" line per
  door (time and what was done) is always written, even with this off.

== Not in the menu ==

Light clean-up on skipped doors  [2 Memory clean-up.GcOnSkippedDoors, default on]
  For modders: only if the game ran without incremental garbage collection, a skipped door would still get a plain
  GC.Collect. GK2 runs with incremental GC, so this does nothing there. F1, advanced.
Diagnostic log  [Debug.Diagnostics, default off]
  Writes one "[Diag]" line at start to BepInEx/LogOutput.log: whether Instant Transitions, GK2 Performance or Jc0de FPS Boost is loaded.
