2.4.20
- Thunderstore page details: full README (features, controls, settings, install)
2.4.19
- Don't replay short-circuit sting when swapping weapons during battery reboot
2.4.18
- Terrain default HSV 0/0/5; Other Players Terrain setting (default 0/0/0 black)
2.4.17
- FOV (Normal) default/max 84; teal terrain for local user only; other players always see black terrain
2.5.5
- Restore native XRays.Cast (surface-only cast broke rays)
- Hide ray lines by painting Line/Trail renderers black (HSV 0/0/0) instead of replacing Cast
2.5.4
- Dots-only mode no longer calls native XRays.Cast (that drew along-ray spider-web lines); custom surface raycasts Emit hits only
2.5.3
- Stronger ray-line removal: destroy LineRenderers every frame after Cast, surface-only Emit filter, large forward step when lines hidden
2.5.2
- Hide radial ray LineRenderers by default (dots/wash only); toggle via Show Ray Lines
2.5.1
- Wider FOV defaults (~110 / 55) for near full-screen X-ray coverage; slightly higher rays + scan square
2.5.0
- X-ray style defaults: larger/softer terrain wash, denser rays, lower forward step, longer particle lifetime
- New settings: Forward Step Size, Particle Duration, Scan Square
2.4.15
- Short-circuit SFX on glitch: battery-fail sting at start + weld-spark zaps on each flicker
2.4.14
- Old-bulb glitch stretched to ~2.3–2.6s (still sputter-out / catch-on, not sparse long gaps)
2.4.13
- Shorter old-bulb glitch: deplete sputters out (~0.85s), full charge flickers then catches (~0.85s)
2.4.12
- Full charge plays the same glitch pattern before dots return
2.4.11
- Longer glitch pattern: 000000000000000100000000100000000000100001 (~5s)
2.4.10
- Glitch pattern plays once as 000001001010 then stays off (not continuous blink spam)
- Bit 1 = real normal/sleeper color; bit 0 = hidden — no white/alerted recolor, no soundIndex/ScannerColor writes
- Full charge restore no longer stuck black from corrupted m_scannerColor
2.4.9
- Stop forcing alerted/soundIndex (enemies were all becoming taggable); recolor normal dots only
2.4.8
- Glitch blink is mostly black with short white spikes (not even white/black toggle)
2.4.7
- Blink: white/black flash via EnemyAgent.ScannerColor (alerted-dot path), not Render skips
- Solid dead: dots painted fully transparent; detection stays live
- Reboot: open scan cone + BotGetScanResult + dirty UpdateScannerData so no look-away needed
2.4.6
- Dead battery: clear radar RT after Render (prefix wipe was redrawn); suppress detects after glitch so dots stay gone
- Blink still uses post-Render RT clear on off-frames; reboot keeps multi-frame rescan
2.4.5
- Blink: clear radar RT on off-frames (skipping Render left ghosted dots frozen)
- Reboot: stop wiping detection while dead — visual blank only, so dots return immediately at 100%
- Restore also nudges scanner camera + multi-frame rescan as backup
2.4.4
- Blink: keep detecting during glitch; only flicker Render so dots actually flash
- Reboot: RefreshNodeEnemyList + RefreshUpdateID + multi-frame UpdateDetectedEnemies (no look-away needed)
2.4.3
- Dot blink uses time-based suppress (works during EnemyScanner.Update, not only LateUpdate)
- On full recharge: RefreshUpdateID + UpdateDetectedEnemies so dots return without weapon-swap
2.4.2
- Dead battery: patch UpdateAndRenderScannerData / UpdateDetectedEnemies (actual dot pipeline) + reliable graphics lookup
- Dots blink during glitch, then stay suppressed without touching the LCD mesh
2.4.1
- Dead battery: no blackout / no mesh disable — enemy dots blink then stay hidden; tracker screen stays normal
2.4.0
- Dead battery: opaque black quad on the LCD display mesh (covers hole); disables only the RT renderer, not the tool
- Skips radar render + hides hologram parts so enemy blips stay off
2.3.9
- Battery recharges while biotracker is holstered (Feature tick)
- Dead battery no longer swaps LCD textures (that removed the screen mesh); clears RT + Guix black instead
- Swapping off biotracker forces Mapper X-ray off
2.3.8
- Dead battery: swap LCD display texture to solid black + skip radar render (Guix tint alone was not visible)
2.3.7
- Removed world-space overlay quads (they floated as HUD bars)
- Battery shows as on-device BAT ##% text via stock LCD status fields
- Dead battery paints Guix + display material opaque black (no mesh disable)
2.3.6
- Dead battery: opaque black plate over the LCD (no mesh disable / no see-through hole)
- Battery UI re-parented to the tool screen assembly so it shows again
2.3.5
- Battery UI parented to LCD display (Frequency/Heartbeat corner); no more HUD floating bar
- Short-circuit only paints Guix/LCD black — never disables screen mesh
- Blocks radar Render/AddDetect while offline so enemy dots stay hidden
2.3.4
- Dead battery blacks out the LCD instead of hiding the screen mesh (no see-through hole / enemy blips)
2.3.3
- Battery UI replaces Frequency/Heartbeat (bottom-right); tagging bar left alone
2.3.0
- Battery system: ~30s mapper use, 1%/s recharge while off
- Battery bar on biotracker screen (stock progress bar + BAT % text)
- At 0%: screen short-circuits (black / unusable) for 10 seconds
2.2.1
- English localization for settings UI
- Tuned defaults for visibility vs FPS (lower rays, slightly larger/brighter particles)
- Cap rays per frame; only override XRays.Update for biotracker mapper instances
2.2.0
- Restored for current GTFO + Hikaria.Core 1.0.x / The Archive
- Updated networking callbacks to SNet_Player API
- Retargeted dependency from Hikaria.Core 0.0.6 to 1.0.1
2.1.0
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