Codaaaaaa-PeakPitchCrosshair icon

PeakPitchCrosshair

Peak Pitch Crosshair can display world-anchored pitch markers in the game.

CHANGELOG

Changelog

All notable changes to this project are documented in this file.

The format is based on Keep a Changelog and this project follows Semantic Versioning.

[Unreleased]

Added

  • Feature: Option to extend the topmost and bottommost ranges to ±EdgeClampDeg (default 85°).
  • Feature: Raycast fallback to render markers at max distance if no collision is detected.
  • Configurable: EdgeClampDeg, FallbackWhenNoHit, font styling updates.

Changed

  • Fixed visibility issue where the bottommost range (“1′”) failed to render due to missing scene geometry.
  • Preserved label clarity with larger font, outline, and background.

Fixed

  • Overlapping angle ranges adjusted so that “1′” now properly appears and spans to the top/bottom edge without overlap.

[0.3.2] - 2025-8-31

Added

  • Top and bottom marker bands now extend to ±EdgeClampDeg (configurable, default: 85°).
  • Fallback rendering: when Raycast misses, markers are drawn at a far point to guarantee visibility.
  • New configuration options: EdgeClampDeg, FallbackWhenNoHit.

Changed

  • Improved font rendering: uses in-game font, increased font size, added bold style, outline, and semi-transparent backdrop for better readability.
  • Ensured that “1′” note range is properly displayed at the extremes.

Fixed

  • Angle ranges adjusted to eliminate overlap; ensures that all note ranges are rendered correctly in non-overlapping order.

[0.3.3] - 2025-8-31

Added

  • icon
  • Precise points overlay: render measured anchor notes as crosshair markers at exact angles (labels off by default).
  • Hotkey: F8 toggles precise points (ShowPrecisePoints, TogglePrecisePointsKey).
  • Sharp-point gating: sharp (#) precise points follow the global ShowSharps (F7) toggle.

New configuration options:

  • PrecisePointSizePx
  • PrecisePointThicknessPx
  • PrecisePointAlpha
  • PrecisePointShowLabel (default false)

Fixed

  • Precise points now render even when Physics.Raycast misses (respects FallbackWhenNoHit).