Warframe-style fresnel rim glow on enemies, with configurable colors and intensity. Client-side. Depth-tested (not a wallhack). Also recolors the aimed-part overlay.
Fresnel rim shader via AssetBundle. The flat full-body color coat is replaced with
a Warframe-style fresnel rim glow — a custom shader shipped in the
enemyhighlights_rim bundle. The rim glows at silhouette edges; front-facing
surfaces stay fully visible.
Intensity remapped. Intensity now controls brightness (HDR, blooms at high values)
and rim width. Low intensity = wide soft glow; high intensity = bold bright outline.
No more 15% alpha floor.
Fixed
Skinned enemies no longer render in bind-pose (the "floaty mesh" bug).
Targeting overlay no longer poisons its cached vanilla values when settings change
while an enemy is aimed.
Config file watcher no longer reloads twice per save or throws errors when
ModSettingsMenu writes the file.
1.0.1 (2026-07-23)
Changed
GUID renamed from enemyhighlights.mycopunk to coruscnium.enemyhighlights for consistency with other mods.
Removed thunderstore.toml (not required by Thunderstore package spec).
1.0.0
Initial release.
Warframe-style enemy highlight overlay: configurable hex color and 0–100 intensity
(opacity + glow), applied to every enemy, fully depth-tested (no wallhack).
Targeting recolor: override the pointed-at-part overlay color and opacity.
Live config reload; editable in-game via ModSettingsMenu (F10).
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