Patchnotes

Updated 5 months ago

True Aim - Patch Notes

Version 1.0.3 (2025-11-28)

Bug Fixes

  • Attempted to fix startup crash for users who don't have UnityExplorer installed due to user report (despite not able to replicate it in local environment)
  • UnityExplorer integration now loads properly as an optional feature for dev mode

Version 1.0.0 (2025-10-19)

🎯 Full Release — Adaptive Halo & Global Localization

Major Features

  • Adaptive Halo Radius: Radius now dynamically scales based on crest type and equipped tools.
  • Longclaw Integration: Automatically detects Longclaw tool via reflection and applies a 1.25× radius multiplier.
  • Equipment-Aware Updates: Halo automatically adjusts when loadouts or crests change.

Technical Achievements

  • GameplayHandler.cs: Added for loadout and equipment management.
  • GlobalSettings Integration: Accessed internal Gameplay namespace for reflection-safe equipment data.
  • Optimized Change Detection: Logs only on actual loadout change, eliminating per-frame spam.
  • Reflection Access: Clean, safe retrieval of internal fields without excessive overhead.
  • Logging Cleanup: Streamlined debug verbosity for cleaner runtime performance.

Visual Polish

  • LineRenderer Optimization: Increased segments to 64 for smoother curvature.
  • Anti-Aliasing Evaluation: Deferred to v1.1.0 for sprite-based render testing.
  • Minimalist Aesthetic: Preserved crisp LineRenderer visuals for the final 1.0 release.

Localization Expansion

  • Now supports 8 languages: English, Simplified Chinese, Japanese, Korean, Spanish, French, German, and Russian.
  • Complete Translation Coverage: Every UI string and configuration label localized.
  • Improved Config Experience: Localized dropdowns for color presets and language selection.
  • User Guidance: Toast notifications for language changes now instruct to restart the game.

Known Limitations

  • ConfigManager labels update only after reopening or restarting the game (engine limitation).
  • Sprite-based anti-aliasing deferred to v1.1.0 for performance evaluation.

Version 0.10.0 (2025-10-15)

Localization Framework and Simplified Chinese Localization

New Features

Bilingual Support: Full English and Simplified Chinese localization for all UI elements and configuration options ​Expanded Color Preset System: Added thematic presets including Bilewater, Mount Fay, Crimson, and Abyss

Technical Improvements

​Modular Localization System: Centralized string management with easy future language additions ​Configuration Manager Integration: All settings now properly categorized with localized descriptions ​Robust Fallback System: English fallback for missing translations prevents display issues ​Preset Name Handling: Smart preset name resolution between internal and localized names

Bug Fixes

Fixed configuration attribute initialization order preventing proper localization on first load Resolved preset application timing issues during plugin startup Corrected color preset alpha value handling to prevent transparency conflicts Fixed language setting persistence across game sessions

Version 0.9.0 (2025-10-13)

🔄 Major Refactor: Complete Attack Detection

New Features

Complete Attack Coverage - Detects 30+ attack types including all crest abilities, charged attacks, and dash variants Nail Charge Swell - Arc expands 1.0x → 1.5x during charge, adapts to charm-modified timings Facing Direction Awareness - Arcs highlight in attack direction even without stick input Advanced Debug Overlay (F11) - Real-time FSM monitoring, attack detection, charge tracking, DPI-aware scaling

Technical Improvements

Code Architecture - Split into AttackDetector.cs, DebugOverlay.cs, TrueAimPlugin.cs (~500 lines removed from main file) FSM Discovery - Integrated "Nail Arts" FSM for all charged attack variants Hybrid Detection - Combined cState flags, reflection, and FSM monitoring for complete coverage

Bug Fixes

Fixed charge swell not resetting after attack Fixed opacity calculation logic Fixed arc width staying expanded after charge release Removed duplicate FSM monitoring code


Version 0.8.2 (2025-10-10)

New Features

  • neutral attacks without left-stick input now properly activate arc segments
  • Item deployment or thrown now triggers the pulse and flash effects just like regular attacks,with the effect strength multiplier of 0.8(default value: 1.0)

Technical Improvements

  • Improved the preconfigured application of animation effect strength for flash and pulse effects on action
  • Improved the structure of animation effect code blocks so they are more scalable for future updates

Bug Fixes

  • Removed redundant code for actor state detection

Version 0.8.1 (2025-10-07)

New Features

  • Dynamic Attack Cooldown Tracking: Overlay now reads actual game cooldown values, automatically adapting to different attack types (0.1s for fast attacks, 0.35s for standard attacks)
  • Dual-Layer Visual System: Introduces base arc (always visible) + progressive fill arc (animates during cooldown recovery)
  • Attack Flash Animation: Color-independent pulsating effect on attack execution - segments expand outward for visual feedback
  • Dash Spike Detection: Special recognition for dash spike attacks with enhanced pulse intensity (100% vs 60% for regular attacks), highlighting fast combo opportunities

Technical Improvements

  • Implemented reflection-based cooldown monitoring for frame-accurate feedback
  • Two-layer arc rendering system with independent opacity and width control
  • Center-outward fill animation provides balanced visual growth
  • Comprehensive attack detection covers regular attacks, downspikes, down attacks, and dash spikes

Bug Fixes

  • Fixed inactive segments retaining partial arc state after becoming inactive
  • Fixed cooldown timer not decrementing properly during flash animation
  • Removed redundant base layer rendering code

Version 0.8.0 (2025-10-07)

Initial Release Features

  • Zone-Based Input Guide: Visual halo overlay showing 8 directional attack zones around Hornet
  • Real-Time Input Indicator: Arrow showing current stick direction and selected attack zone
  • Configurable Color Presets: Multiple color schemes including Default, High Contrast, Muted, and themed presets
  • Attack Cooldown Visualization: Dimmed overlay during attack recovery periods
  • Smooth Animations: Expand/shrink transitions when toggling overlay
  • Input Hold: Brief display retention after releasing stick for better readability

Configuration Options

  • Adjustable halo radius (0.6-5.0 units)
  • Active/inactive zone opacity controls
  • Custom color configuration per zone type
  • Toggle keybinding (F8 or L3/Left Stick Click)
  • Input hold duration setting

Technical Details

  • BepInEx plugin architecture
  • LineRenderer-based visualization system
  • Integration with HeroController state management
  • Scene-aware activation/deactivation