Added a toggle for using your own config across any modpack so you don't need to reconfigure PlayerTweaks for every modpack with it installed (disabled by default)
Please use the new Swaggies.PlayerTweaks.Global config file to switch between global config and modpack config, and to copy the current modpack's PlayerTweaks config to your global config. Global config is saved to %localappdata%low/semiwork/repo as Swaggies.PlayerTweaks.GlobalFile.cfg. You can edit it directly if you'd like, without needing to use a modpack's config to overwrite it.
Added a config option for upscaling stamina by 2.5 (so it starts at 100 with each upgrade adding 25) - obviously just a visual change, actual stamina mechanics are unchanged. Disabled by default.
Added config options for adding a label to health, stamina, and legacy overcharge (so you can make it say like "100 HP" or something, up to you), all empty by default
Fixed Aim Color Disabled config option doing absolutely nothing at all
0.4.1
Updated for v0.4.0
Added configuration options for the vehicles' UI and the "Disabled" aim state
0.4.0
Added configuration options for the Map. You can change the colors for the following:
Walls and floors
Walls and floors for active, inactive, and completed extraction points
Walls and floors for the truck
Outline and area shading for unexplored rooms, along with the "?" symbol
Stairs and doors
Valuable objects and shop items
Player death heads and the main player arrow
The "backtrack" path that displays dots to the current extraction point (or truck), & the ability to make it crossfade colors as it gets further away from the player arrow
0.3.1
Fixed Item Info UI showing the names of valuables being held by other players
0.3.0
Added configuration options for the Tumble Wings UI
You can change the colors of the wings, the bar holder, and the bar itself.
You can have two different colors for when the bar is empty and full. The bar's color will smoothly transition between the two as the timer runs out.
These will not affect the wings that appear on the Semibots themselves, only the UI on-screen.
Added configuration options for the Overcharge UI
You can change the color of the circle bar
You can toggle displaying the Legacy Overcharge UI seen in old semiwork devlogs (where the overcharge was a number at the top left, like health and stamina)
You can configure the Legacy Overcharge UI in the same ways as health and stamina
Added configuration options for the Item Info UI
You can change the gradient colors for the standard gradient (grabbing a shop item) and the enemy gradient (grabbing an enemy)
You can enable showing the names of valuables when grabbing them as well (works the same as shop items) - will only show when grabbing, not hovering
Added a toggle for displaying the hurt vignette at max health
Fixed an issue where a valuable broken for $0 will use the max value lost setting instead of the minimum
Fixed an issue where the stamina icon meter was a little offset visually
Fixed an issue where disabling the "use icon as a health/stamina bar" option would pause it at whatever state it was in, instead of being set back to max for vanilla behaviour
0.2.0
Added configuration options for the Value UI that displays when you pick up a valuable or pick up/hover over a shop item
this uses the same logic that LevelScaling's custom value UI had
you can customize its colors and count-up/down animation, and the color of the cost for shop items
Added configuration options for the Value Lost UI that appears when a valuable takes damage
you can customize its colors, text sizes, and display times at certain breakpoints (0/1000/5000/10000/50000), and if the colors/text sizes/display times should interpolate between the breakpoints or not
you can also toggle if these value lost UIs should always appear if a valuable is instantly destroyed (eg by extraction point or pit) - by default (and in vanilla) it doesn't
0.1.1
Adjusted the logic for initializing the UI tweaks to maximize compatibility (hopefully...)
..also fixed an issue with WalkieTalkies where the energy icon would be copied over due to the mod only removing one image on initialization instead of all of them