PEAK
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Latest version
0.10.12
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Changelog

0.10.12

  • Make the Banishment ghost list keyboard-only: press the displayed letter to select, Enter to confirm, or Escape to cancel.
  • Remove the window's mouse raycaster and keep the cursor locked and invisible for its entire lifetime, eliminating cursor flicker even when no ghost is available.

0.10.11

  • Stop PEAK's native cursor manager from relocking and hiding the pointer every frame while the clickable Banishment ghost-selection window is open.
  • Keep the cursor stable even when the live ghost list is empty, then return control to PEAK immediately after closing the window.

0.10.10

  • Play PEAK's native right-hand reaching pose for 0.45 seconds whenever Teammate Push succeeds.
  • Synchronize the push gesture to other players running the mod while keeping the animation independent from PEAK's real helping/grab behavior.

0.10.9

  • Set the Banishment Cross to an approximately 0.5-percent roll in every luggage/chest item slot while retaining the one guaranteed beach spawn.
  • Replace free-text ghost-name entry with a live list of eligible ghosts. Select by mouse or the displayed letter, then confirm with the button or Enter; Escape still cancels.
  • Send the selected Photon actor ID to the host and keep host-authoritative holder, item, identity, death-state, and banishment validation.
  • Reclassify Mandrake, Tick, and Scorpion as harmful Poltergeist choices after auditing their gameplay behavior; keep the safe Weird Shroom and guaranteed-positive red/yellow Shroomberries green.
  • Increase ordinary-food frequency by reducing special green effects from 26 to 18 percent and special red effects from 30 to 22 percent, and reduce the combined rare-gear rate from one offer per five eligible ghost-hours to one per six.
  • Remove the Snowball object and icon from Freezing Cloud. Cosmetic cloud-VFX failures can no longer prevent the actual synchronized status cloud from being created.

0.10.8

  • Give the Banishment name prompt exclusive keyboard control while it is open: PEAK no longer samples character actions, and all sampled gameplay/UI flags are cleared before other systems can consume them.
  • Block the missing emote, ping, spectate, sprint-toggle, push-to-talk, Teammate Push, and Developer Tools inputs so letters typed into a player name cannot trigger gameplay features.
  • Keep only text entry, Backspace/Delete, Ctrl+V, Enter submission, and Escape cancellation active inside the prompt.

0.10.7

  • Keep the Banishment name window open after unknown, ambiguous, living, already-banished, or otherwise rejected targets; preserve the entered text and show the host's specific response in the window. Only a successful exact ghost name or Escape now closes it.
  • Keep the cursor locked and hidden while the keyboard-only Banishment prompt is open, preventing the game cursor manager and the mod from toggling it every frame at screen center.
  • Exclude the non-food Banishment Cross from ItemCooking.UpdateCookedBehavior, eliminating the repeated _Tint material warning stacks that caused pickup/drop synchronization hitches.

0.10.6

  • Fix the Banishment room-state reader confusing the beach run marker with a Boolean player-ban property, which previously produced a FormatException every frame and caused pickup/drop hitches through heavy log writing.
  • Guard Poltergeist against Unity's destroyed local-character references during scene transitions, preventing a second per-frame NullReferenceException loop.
  • Poll shared Banishment, Poltergeist, and Teammate Push room settings four times per second instead of every rendered frame, and validate their network value types without exception-driven conversion.
  • Throttle delayed bound-ghost portrait retries and their debug logging so missing player customization data cannot become another per-frame retry/log loop.

0.10.5

  • Route main Enter, Numpad Enter, and newline text events through one guarded Banishment submission path.
  • Make Backspace and Delete remove one typed character, including held-key repeat, with duplicate same-frame input protection.
  • Keep player-name matching case-insensitive and add specific host responses for unknown, ambiguous, living, and already-banished players.

0.10.4

  • Replace the Compass-derived proximity-dither material on every generated cross part with an opaque URP material, preventing the Banishment Cross from fading near the camera or while held.
  • Capture text directly from Unity's active keyboard layout while the Banishment prompt is open, so dynamically created UI no longer depends on PEAK's EventSystem text routing.
  • Add working Backspace and Ctrl+V handling while preserving Enter submission, Escape cancellation, the exact-name limit, and non-ASCII keyboard input.

0.10.3

  • Move the held Banishment Cross farther forward and to the right, use PEAK's stable one-hand hold, and put every generated model part on the native item layer so it remains visible while standing still.
  • Consume PEAK's mapped pause input as soon as the Banishment name prompt is open and guard the vanilla pause-menu opener, making Escape close the prompt without opening the pause menu.
  • Rename the German action and prompt text to Geist verbannen / GEIST VERBANNEN.

0.10.2

  • Make a banished ghost completely invisible to every modded player while preserving each client's original renderer state for revival.
  • Stop the banished player's local Photon Voice recorder and mute that actor's received voice on every modded client.
  • Restore normal ghost visibility and microphone transmission automatically as soon as the host clears the banishment on revival.
  • Keep the existing host-authoritative Poltergeist lock: open offers and stored effects are cleared, new offers are withheld, and forged selections remain rejected.

0.10.1

  • Added a host-only POLTERGEIST ZOMBIE TEST control to the in-game Developer Tools tab.
  • Adjust the Zombie Ambush probability from 0 to 100 percent in 0.5-percent steps, or use the dedicated SET 100% button.
  • At 100 percent, every newly generated red Poltergeist card is guaranteed to be Zombie Ambush; an already visible offer is intentionally left unchanged.
  • Added RESET TO AUTO, which restores the shipped interval-aware probability (2.5 percent per red card at the default three-minute interval, averaging about one offer per two eligible ghost-hours).
  • Persist an explicit override in the BepInEx configuration while keeping automatic probability as the default for new and existing installations.

0.10.0

  • Added the reusable BANISHMENT CROSS, a hand-sized crooked grave cross with a weathered PEAK-style silhouette, native inventory behavior, and a generated item icon.
  • Spawn exactly one guaranteed cross beside the beach starting positions for each new run; additional crosses can appear in every luggage/chest pool at native Rare weight.
  • Use primary action while holding the cross to open a PEAK-font player-name prompt. Enter validates an exact dead-player name on the lobby host; Escape cancels without using the item.
  • Synchronize banishment through the Photon room. A banished ghost immediately loses any open/stored Poltergeist result, receives no new choices, and cannot submit forged selections.
  • Show the bound player's actual skin color, eye texture, mouth texture, and name in a visible ghost portrait at the cross's center for every modded player.
  • Automatically release the ghost and reset the reusable cross as soon as that player is revived; leaving the lobby also cleans the state.

0.9.8

  • Added the rare red Poltergeist choice ZOMBIE AMBUSH, averaging roughly one offer per two hours at any configured interval.
  • Spawn PEAK's native networked Mushroom Zombie at a terrain-checked position beside the spectated living player, wake it after native initialization, and temporarily force that player as its first target.
  • Show the 60-second lifetime on the choice card and saved slot, then make the zombie collapse through its native dead state and clean it up three seconds later.
  • Zombie Ambush uses a native poisonous mushroom icon, can be saved in the Poltergeist slot, and is validated and spawned only by the lobby host.

0.9.7

  • Added the super-rare green Poltergeist choice RARE MIRACLE, averaging roughly one offer per twelve hours at any configured interval.
  • The selecting ghost is revived beside the living player being spectated through PEAK's original networked Scout Effigy revive routine and poof effect, without a post-revive curse.
  • Rare Miracle uses the native Scout Effigy icon, can occupy the saved Poltergeist slot, and remains host-authoritatively validated.

0.9.6

  • Rebuilt the Poltergeist choice overlay with PEAK's native TextMesh Pro font and HUD rendering instead of Unity's legacy IMGUI text.
  • Reduced both choice cards to 85 percent of their previous maximum size and separated every text, icon, and action region to prevent overlap.
  • Reworked the saved Poltergeist effect into a compact one-slot hotbar with a visible icon, item/effect name, color state, and the 1 activation key.
  • Added a visible fallback icon for Cure-Some, whose PEAK item data does not expose its own UI icon.

0.9.5

  • Fixed Twitch reward updates on PEAK's bundled runtime. Existing Cannon Launch rewards now receive the configured price, enabled state, and global cooldown.
  • Fixed Twitch redemption fulfillment/refund updates and reward disabling during disconnect for the same runtime compatibility issue.

0.9.4

  • Keep the current run active while the host's living F8 developer dummy exists, allowing the host to die, become a ghost, and test Poltergeist against the stationary dummy.
  • Patch only PEAK's authoritative all-players-dead check; the dummy remains local, occupies no Photon lobby slot, and a dead or removed dummy no longer holds the run open.
  • Explain the ghost-test behavior in the Developer Tools window and documentation.

0.9.3

  • Added one host-authoritative stored Poltergeist slot for each eligible ghost.
  • Hold either Ctrl key and press N or M to save the corresponding offered result instead of deploying it immediately.
  • Added a compact bottom-centre PEAK-styled slot with the stored result's native icon, name, helpful/harmful color and 1 binding.
  • Press 1 to throw or cast the stored result at the currently spectated living player. A successful deployment consumes it; a failed deployment keeps it.
  • Saving a new result replaces the previously stored result, while using an ordinary offer leaves the stored slot untouched.
  • Validate storing and delayed deployment on the lobby host so clients cannot invent unavailable effects locally.

0.9.2

  • Changed the Poltergeist test default to three minutes (180 seconds) and added a one-time migration for existing configurations.
  • Kept every offer open for exactly 45 seconds, then restarted the full configured interval after selection or expiry.
  • Reworked both ghost cards to show an explicit throw/cast question above a native PEAK icon and the N or M input below it.
  • Expanded the weighted pools to all unique playable food and direct consumables found in the installed PEAK item database while excluding hidden duplicates, props, containers, cheats and quest objects.
  • Added Healing, Warmth, Wakefulness, Poison, Drowsy, Freezing, Hunger, Heat and Spore clouds plus native Morale, Antidote and Cleansing bursts.
  • Expanded the curated rare pool with Cure-Some, Energy Elixir, Bugle of Friendship, Faerie Lantern, Pandora's Lunchbox and Scout Effigy while keeping permanent amulets, warp tools and run-breaking mythical items out.
  • Preserved the combined rare-result target of one offer per five continuously eligible ghost-hours; individual rare items share that total probability through a second weighted roll.

0.9.1

  • Renamed the public mod, package, DLL, pause-menu entry, and integration window to ImReave_Twitch_Integration while preserving the existing plugin ID and saved configuration.
  • Replaced the package artwork with ImReave's supplied character image, resized without altering the artwork to Thunderstore's required 256x256 PNG format.
  • Added a concise front-page notice that every participating player needs the mod while only the streamer signs in to Twitch.
  • Summarized Voice Balance, Channel Point rewards, Teammate Push, and Poltergeist in the package description.

0.9.0

  • Added the host-authoritative Poltergeist mechanic for dead players who are spectating a living teammate.
  • Added a PEAK-styled two-card ghost overlay: a green helpful choice on N and a red harmful choice on M, including native item icons and the currently spectated target.
  • Added weighted helpful and harmful PEAK food pools; powerful food is less common without making items such as Fortified Milk vanishingly rare.
  • Added independent Healing Cloud and Poison Cloud choices using PEAK's native healing/spore visuals plus synchronized stamina or poison effects.
  • Added very rare Rope Spool, Rope Cannon, First Aid Kit, Autoparachute, Blowgun, and Cure-All offers. The combined rare-gear rate averages one offer per five hours for each continuously eligible ghost.
  • Physically throw selected food and gear in an arc toward the currently spectated player.
  • Added a host-only shared Poltergeist enable switch and 1-60 minute interval control to the integration window and synchronized both through the Photon room.
  • Validate every ghost selection on the host and accept offer, result, and cloud events only from the current lobby host.

0.8.7

  • Changed Cannon Launch to 3000 Channel Points with a five-minute global cooldown for fresh and existing installations.
  • Added a 0-60 minute cooldown control and one combined APPLY TWITCH SETTINGS action to the in-game integration window.
  • Verify the reward settings returned by Twitch after every create or update before reporting synchronization success.
  • Detect an existing same-title reward that this Client ID cannot manage and report an actionable conflict instead of showing unverified local settings.
  • Serialize reward updates to prevent overlapping price and cooldown changes from racing each other.
  • Route launches only from the exact reward ID verified as manageable by this integration.

0.8.6

  • Restricted the developer push-test bot to Photon's current lobby host.
  • Blocked the Developer Tools toggle, spawn button, remove button, and F8 spawn hotkey for non-host players.
  • Automatically remove the local dummy and its HUD if the local player loses the host role.
  • Keep solo/offline testing available when no Photon room exists.

0.8.5

  • Doubled the default Teammate Push force from 200 to 400 and migrate untouched existing defaults automatically.
  • Added a 200-800 host-only force slider to the in-game integration window.
  • Synchronize the host's selected force through the Photon room so every player running version 0.8.5 or newer uses the same value.
  • Non-host players can see the shared force but cannot change it while connected to the room.

0.8.4

  • Replaced the large Ventus Bot and TWITCH INTEGRATION label in the main menu with one compact 64-pixel Twitch logo button in the top-right corner.
  • Removed the separate main-menu caption and oversized click area while keeping the pause-menu entry unchanged.

0.8.3

  • Added a second copy of PEAK's native stamina/debuff bar for the active developer push-test dummy.
  • Added live dummy stamina and injury percentages plus a red DAMAGE +N% indicator whenever injury increases.
  • Kept the developer dummy outside Teammate Push fall protection so it can be used to verify actual fall damage.

0.8.2

  • Anchored the developer push-test dummy to the local character's live body position instead of the character root that can remain at the level spawn.
  • The dummy now appears one metre in front of the player's current position, on the nearest valid ground and already within push range.

0.8.1

  • Increased the default Teammate Push forward force from 80 to 200 after in-game dummy testing.
  • Extended the brief knockdown from 0.85 to 1.1 seconds so the target travels instead of only tipping over.
  • Existing untouched 80-force configurations migrate automatically; custom force values are preserved.

0.8.0

  • Added separate INTEGRATION and DEVELOPER TOOLS tabs to the in-game window.
  • Added an opt-in local push-test bot spawner, disabled by default and bound to F8.
  • Added SPAWN / REPLACE TEST BOT and REMOVE TEST BOT controls.
  • The test dummy uses PEAK's loaded bot Character/Ragdoll prefab while bot AI and input translation are disabled.
  • Developer test bots are explicitly targetable by Teammate Push and are removed when the mod shuts down.

0.7.3

  • Enforced 1.5 metres as the hard maximum Teammate Push targeting range.
  • Existing configurations above 1.5 metres are migrated down automatically.

0.7.2

  • Added eight seconds of fall-damage protection to the player affected by Teammate Push.
  • The protection ends immediately after the first genuine landing so a later fall deals normal damage again.
  • Reduced the default push targeting range from 3.25 metres to 1.5 metres and migrate the old default on existing installs.
  • Added a configurable FallProtectionSeconds value from 1 to 30 seconds.

0.7.1

  • Added a TWITCH INTEGRATION button to PEAK's Escape pause menu.
  • The same integration window and live feature controls are now available during a run.
  • Escape closes the integration overlay first without also dismissing the pause menu in the same frame.

0.7.0

  • Added optional in-game Teammate Push, enabled or disabled from the integration window.
  • Added a configurable U hotkey, 3.25-metre line-of-sight targeting, and a short input cooldown.
  • Added an approximately one-metre forward shove with a small lift and brief ragdoll fall.
  • Reused PEAK's multiplayer character RPCs so the pushed target does not need the mod.
  • Kept the feature entirely in-game with no Twitch chat commands or additional OAuth scope.

0.6.2

  • Removed PEAK's long-lived zero-damage cap from Cannon Launch protection.
  • Fall damage is now skipped only for the launch's first genuine landing and is restored immediately afterward.
  • Prevented short, ineligible Land calls from clearing protection before the actual landing.

0.6.1

  • Colored the Cannon Launch countdown green for 3, yellow for 2, and red for 1.
  • Added a compact animated lower-left popup identifying the triggered Twitch reward.
  • Changed the Cannon Launch reward cost to 1000 Channel Points.
  • Added a one-time configuration migration so existing installations also receive the 1000-point cost and disabled cooldown.

0.6.0

  • Added a targeted three-second 3-2-1 countdown before Cannon Launch.
  • Styled the countdown with PEAK's active TextMeshPro font, bold outlined numbers, and a short pop animation above the screen center.
  • Synchronized the countdown to the selected player's mod client through Photon events.
  • Added a gentle 15% forward component in the selected player's facing direction while keeping the launch predominantly vertical.
  • Revalidated the selected player after the countdown and refunds the redemption if they leave or become unavailable.

0.5.2

  • Fixed Twitch reward updates and disconnect cleanup to use the required HTTP PATCH method.
  • Kept the discovered reward session active when a settings synchronization fails, so redemptions still reach the game.
  • Added exact-title fallback routing for Cannon Launch redemptions when Twitch reward synchronization is temporarily unavailable.
  • Added HTTP status details to Twitch API errors for easier diagnosis.
  • Moved the Ventus Bot and its Twitch Integration label to the top-right corner of the main menu.

0.5.1

  • Increased the default one-step Cannon Launch force from 500 to 2000.
  • Added an in-game launch-power slider with a range from 250 to 5000.
  • Disabled the Twitch reward's global cooldown by default.
  • Added a one-time migration so existing 0.5.0 configurations receive the stronger launch and disabled cooldown automatically.

0.5.0

  • Added automatic creation and live synchronization of the [PEAK] Cannon Launch reward.
  • Upgraded OAuth to channel:manage:redemptions; existing users authorize once again with the same Client ID.
  • Added required viewer player-name input, exact case-insensitive lobby matching, and streamer targeting.
  • Added multiplayer launch dispatch through PEAK's existing character RPCs.
  • Added targeted fall-damage suppression until the launched player lands.
  • Added automatic Twitch fulfillment on success and cancellation/refund for invalid targets.
  • Added Cannon Launch enable, cost, sync, and status controls to the main-menu window.
  • Replaced the translucent integration window with an opaque dark-green, high-contrast panel.

0.4.0

  • Rebranded the project as PEAK Twitch Integration.
  • Added an in-game Twitch connection window opened through the Ventus Bot.
  • Added Twitch Device Code OAuth without storing a client secret.
  • Added Windows-DPAPI-protected OAuth credential storage and automatic token refresh.
  • Added a direct EventSub WebSocket connection for Channel Points redemptions.
  • Added reconnect, deduplication, token validation, disconnect, and forget-account controls.
  • Integrated PEAK Voice Balance as the first feature module with its master toggle and shared 0-200% level.
  • The Twitch connection currently observes redemptions; no redemption launches a game action in this version.

0.3.0

  • Added the Ventus Bot as a small bottom-center indicator on PEAK's main menu.
  • Embedded the image in the plugin DLL so it cannot be lost during installation.

0.2.0

  • Added a VOICE BALANCE row to PEAK's player-volume menu.
  • Added an ON/OFF button for all incoming voice processing.
  • Added a shared 0-200% output slider for every equalized player voice.
  • Added explicit keyboard/controller navigation links for the new controls.

0.1.0

  • Added per-player incoming RNNoise suppression.
  • Added speech-aware automatic loudness leveling and a peak limiter.
  • Added an option to ignore non-zero player volume sliders while preserving 0% as mute.
  • Preserved PEAK's proximity and environmental voice processing.
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