Remove the black HUD panel so the overlay consists only of text.
Preserve readability with the existing configurable outline and a subtle TextMeshPro underlay shadow when PEAK's font material supports it.
Remove panel padding so configured offsets measure directly to the visible text.
Keep pause labels after the timer on every timed row, including the campfire row.
1.5.0
Replace the legacy IMGUI overlay with a responsive TextMeshPro panel on PEAK's HUD canvas.
Reuse PEAK's font and material, respect the screen safe area, and add nine anchors, scale, font, background, outline, and color settings.
Convert Unity world units with CharacterStats.unitsToMeters so displayed PEAK metres are correct; add an optional feet display.
Add English/Russian localization with automatic system-language selection.
Add a session-only F8 visibility toggle and grouped BepInEx configuration for content, visibility, layout, alerts, colors, and update rate.
Clarify timing without expanding the normal countdown: keep START: mm:ss, and add explicit waiting, paused, stopped, and unavailable states.
Show distance back to safety while in danger and use PEAK's strict spherical-fog danger boundary.
Match lava's X/Z damage footprint, stop legacy lava at PEAK's exact final height, and distinguish receding hazards from approaching ones.
Smooth the modern lava start countdown for non-host clients between PEAK's sparse host synchronization packets.
Keep hazard, timing, and campfire rows independent so fire status no longer inherits a hazard alert color; prefer the current segment's fire without position-based timer switching.
Fix legacy flat-fog waiting and final-stop reporting, including non-owner states where no synchronized numeric countdown is available.
Sample hazard values at a configurable rate, poll campfires at 5 Hz, cache TMP updates, back off missing-object searches, and reset cached state across scenes.
Add validated Thunderstore packaging, portable PEAK_GAME_DIR builds, and model tests for formatting, conversion, severity, hysteresis, and localization.
1.4.1
Hide the distance and start line while a static/tidal lava stage keeps LavaRising dormant.
Reveal the lava HUD only after PEAK starts a real countdown or continuous rise.
Allow the campfire line to display independently when no hazard HUD is relevant.
1.4.0
Add a third-line countdown for the relevant lit campfire.
Show FIRE: OUT for 10 seconds after the campfire is spent.
Follow PEAK's real campfire timer, including its rest pause.
Replace the unused static lava start number with START: WAITING until the game actually begins its countdown.
1.3.2
Show the HUD on the first segment before the fog visual is enabled.
Display START: WAITING while initial fog waits for the team's progression trigger.
Keep danger styling disabled until PEAK activates the fog effect.
1.3.1
Show the shortest distance to the current spherical fog boundary.
Keep distance and ETA based on the same approaching boundary.
1.3.0
Calculate distance and ETA for the currently spectated player.
Add a second line with the hazard start countdown or arrival ETA.
Read PEAK's synchronized fog and lava timing data when available.
Support trigger-based legacy hazards that have no numeric start countdown.
1.2.1
Restore support for PEAK's current shrinking-sphere fog implementation.
1.2.0
Use PEAK's bundled Binggrae Bold interface font.
1.1.0
Add rising-lava distance support for The Kiln and Peak.
Move the HUD to the upper-left corner.
1.0.0
Initial release with rising-fog distance display.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.