Darkwater
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561
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189KB
Dependency string
EGYS1N-Belt_Lantern-1.2.1
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Changelog

1.2.1

  • Finalized Light Defaults: Set intensity to 2.7 and color to author-approved warm glow.
  • SFX Polish: Sound now only plays when toggling light ON/OFF. Slot transfer sounds removed until better assets are found.

1.2.0

  • Mechanical Sound Effects: Added a satisfying metallic click/clank sound for all belt lantern interactions (attaching, toggling light).
  • In-game Settings Menu: Added a real-time configuration window (Alt+V) to adjust light intensity and color while in-game.
  • Improved Light Quality: Finalized light parameters for a more natural gas lantern feel (Warm Glow, Intensity 2.7).
  • Dynamic Asset Loading: Implemented a system to load audio from the mod directory at runtime.

1.1.0

  • Enhanced Multiplayer Synchronization: Implemented a new hybrid system using "Silent Chat RPCs" for instant updates and background "Inventory Polling" to fix light visibility for late-joiners.
  • Improved HUD Icon: Dynamic binding to the game's toolbar (PlayerUI), ensuring correct positioning regardless of screen resolution or aspect ratio.
  • Under-the-hood: Fixed icon file signature issues to strictly comply with Thunderstore standards.

1.0.0

  • Initial release.
  • Added Belt Lantern slot system (Toggle with V).
  • Quick light switch on the belt (Toggle with L).
  • Atmospheric 360° Point Light with procedural flicker.
  • Initial multiplayer support.

0.2.4 (Pre-release)

  • UI Scaling Fix: Implemented dynamic anchoring to the PlayerUI toolbar using RectTransform.GetWorldCorners().
  • Fixed HUD icon jumping around on different resolutions and graphic settings.

0.2.0 (Pre-release)

  • Added HUD icon to indicate lantern status in the belt slot.
  • First implementation of DrawFilledRect for a procedural lantern silhouette.

0.1.0 (Internal Alpha)

  • Initial prototype.
  • Implemented core logic for transferring hand lanterns to a virtual belt slot.
  • Attached Point Light to the player bone hierarchy with configurable offsets.
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