GTFO
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Latest version
2.4.20
Last Updated
First Uploaded
Downloads
61
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0
Size
126KB
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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

  • 更换前置
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