Regenerated the generated Korean TMP atlas for the expanded character set.
0.4.3
Completed the remaining tracked Russian-reference translation list.
Regenerated the Maplestory bitmap atlas after expanding the Korean text set.
0.4.2
Only apply the generated Korean TMP font to text that actually contains Hangul.
Restore original TMP font, material, and spacing for numeric/English-only labels so casino table numbers keep their original layout.
0.4.1
Increased generated TMP font line metrics and applied minimum multiline spacing to reduce vertical text overlap.
Added the first remaining-translation pass covering loading quotes and many cosmetic item names.
Regenerated the Maplestory bitmap atlas for the expanded Korean character set.
0.4.0
Added a generated Maplestory Bold bitmap atlas for all Korean characters currently used by the translation files.
Build a TextMeshPro font asset at runtime from korean_tmp_atlas.png and korean_tmp_metrics.tsv, bypassing Unity's failed TTF font-face loading and XUnity's square-placeholder CJK bundles.
0.3.0
Try creating a runtime TextMeshPro SDF font directly from bundled Korean TTF files before falling back to XUnity font bundles.
Prefer the bundled Maplestory Bold.ttf, then installed Korean Windows fonts such as NotoSansKR-VF.ttf and Malgun Gothic.
Warm up common Hangul glyphs so the first translated splash text can render real Korean glyphs instead of square placeholders.
0.2.3
Prefer older arialuni_sdf_u2019 and arialuni_sdf_u2018 bundles before Unity 2022/6000 bundles because u2022 reports Hangul glyphs but renders them as square placeholders in GWYF.
0.2.2
Rebind TMP font atlas textures and materials from the selected font bundle before applying the Korean font.
Apply the selected TMP material to patched text objects to avoid TMP fallback material null-reference errors.
0.2.1
Scan all bundled XUnity TMP font bundles and select a font asset that reports Hangul glyph support.
Log each TMP font candidate and whether it supports Korean glyphs to make font failures diagnosable.
Bundle additional XUnity TMP font assets for runtime testing instead of relying only on arialuni_sdf_u6000.
0.2.0
Replaced the reference Traditional Chinese TMP patcher with a Korean-specific TMP font loader.
The new loader applies arialuni_sdf_u6000 directly to TextMeshPro objects at startup and after scene loads.
Disabled the prior Chinese-font patcher path that kept falling back to NotoSansTC-Medium SDF.
0.1.6
Replaced the Unity 2019 TMP font bundle with XUnity's Unity 6000 arialuni_sdf_u6000 bundle to match this game's Unity 6000.3 runtime.
0.1.5
Added XUnity's arialuni_sdf_u2019 TMP FontAsset bundle for CJK/Hangul rendering.
Pointed the TMP patcher config to the bundled font asset instead of the Traditional Chinese font.
Added Complate.txt mirror for compatibility with the reference TMP patcher translation loader.
0.1.4
Switched from OS font fallback creation to the TMP patcher approach used by the Traditional Chinese reference mod.
Added Korean TMP patcher config pointing to config\Translation\ko\Text.
Disabled built-in texture replacement for the Korean package.
0.1.3
Fixed font fallback creation crash when Unity rejects the bundled font face.
Added automatic fallback to installed Korean system fonts such as Noto Sans KR and Malgun Gothic.
Updated plugin metadata to avoid old duplicate plugin selection.
0.1.2
Bundled Maplestory Bold.ttf.
Updated the Korean font helper to prefer the bundled Maplestory font before system fonts.
0.1.1
Added a BepInEx TextMeshPro Korean fallback font helper.
Fixed Korean text rendering as ? when the game font does not include Hangul glyphs.
0.1.0
Added initial Korean XUnity AutoTranslator configuration.
Added first Korean static translation file based on the Russian translation pack's English source strings.
Covered startup, main menu, settings, save slots, bug report UI, HUD, interaction prompts, basic casino UI, boss/end screens, and common dynamic regex strings.