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ScalerCore
Scaling library for REPO mod developers. Required by ShrinkerGun. Handles physics, audio, NavMesh, animation, and multiplayer sync for shrink and grow mods. API for building shrink rays and shrinker mods.
CHANGELOG
Changelog
0.4.4
Bug fixes
- Fixed non-host clients running Dispatch methods (DispatchShrink, DispatchExpand, DispatchExpandNow) — these are now gated behind a host/singleplayer check
0.4.3
New
MapCollapseis now public — other mods callMapCollapse.OnMapHit()to trigger the collapse eventScaleController.ChallengeModepublic property — implementations set this to enable challenge mode- Runtime
SemiIconMakergeneration for pocketed items — no more embedded PNGs, works for any item
Bug fixes
- Fixed map collapse audio ignoring master volume (now routes through the game's SFX mixer group)
- Fixed map collapse alarm doubling when the truck had no unique sounds
- Fixed camera glitch effect not covering the full screen while shrunken
- Fixed shrunken players getting crushed too early during map collapse (raycast distances now scale with player size)
- Fixed pocketed item icons disappearing after level transitions
- Map collapse crush sequence reworked — FOV slam, heavy shake, vignette, and a brief hold before death
Improvements
- ScalerCore is now a pure library with no user-facing config entries
ShrinkChallengeModeandMapCollapseconfig removed — implementations own their settingsMapCollapseHitPatchremoved — implementations provide their own hit detection- Map collapse enemy speed toned down (1.3x base, up to 1.8x — was 2.5x to 6.5x)
- Map collapse no longer unshrinks everything when it starts
- Map collapse FOV narrows during collapse for a claustrophobic feel
- Embedded cart/cannon/laser icon PNGs replaced with runtime SemiIconMaker
0.4.2
Improvements
- Added MapCollapse config option (Auto/On/Off). You'll know it when you see it. Turn it on and shoot the map, go ahead, I dare you.
- No, Loom's arms still aren't fixed. I was busy with the super ultra important above feature for next year's april fools.
- Removed Herobrine
0.4.1
New
- Any non-pocketable item becomes pocketable while shrunken — carts, cart cannons, cart lasers, trackers. Press an inventory key to stash, shoot again to restore.
- Shrunken players can't pocket shrunken items. If you get shrunk while carrying one, it drops automatically.
Bug fixes
- Fixed shrunken players being able to wall-jump infinitely by touching walls
- Fixed Shrink Challenge mode not working on clients (inverted re-shrink was blocked by debug key gate)
- Fixed Shrink Challenge mode not working in singleplayer (was stuck waiting for voice chat)
- Fixed Shrink Challenge mode firing in the lobby instead of waiting for the level to load
- Fixed voice pitch not cleaning up when returning to lobby
- Fixed camera occasionally clipping through walls at shrunken size
- Pupil override priority and spring speed now match vanilla ranges
- Items now stay shrunken permanently until shot again (was 5 minutes)
- Enemy speed while shrunken is now 75% (was 65%)
Improvements
- Shrink Challenge mode config changes apply instantly in the lobby
- Shrunken items show as smaller dots on the map
- Smoother pupil transition when expressions end
- Embedded inventory icons for cart, cart cannon, and cart laser
- Logging cleaned up — only warnings and errors in the console
- InvertedMode synced to clients via RPC for proper multiplayer challenge mode
0.4.0
New
- Added
SuppressValueDropExpandoption to ScaleOptions — valuables won't expand on damage while scaled. For cart mods where items bump into each other constantly. - Added
PreserveMassoption to ScaleOptions — rigidbody mass stays at its original value while scaled. For cart mods where items should weigh the same regardless of visual size. - Added
ScaleManager.ApplyIfNotScaled()— scales only if not already scaled, no-op otherwise. Safe to call every frame from continuous triggers. - Added
ScaleManager.GetController()— returns the ScaleController for a game object, resolving through PlayerShrinkLink.
Bug fixes
- Fixed shrunken objects appearing full-size on non-host clients. The RPC was only sending the target vector without ScaleOptions fields, so clients had all-zero options and the animation never ran. Also broke late-join sync.
- Fixed shrunken player mesh freezing in place on the host. AnimSpeedMultiplier wasn't synced to clients, so the client sent a zero-speed animation override back via RPC, killing the host's visual position interpolation.
- Fixed players reverting to full size when another player jumped or tumbled into them. Bonk expand now only triggers when health actually decreases, not on zero-damage contact.
0.3.0
New
- Shrink Challenge Mode: players start shrunken, guns temporarily grow you, damage shrinks you back
- Shooting an already-shrunken target with the same factor toggles it back
- Shooting an already-shrunken target with a different factor rescales it smoothly (no flash)
API changes
- ScaleManager.Apply() now takes a ScaleOptions struct — per-call config replaces global ShrinkConfig
- ScaleManager.Apply() without options uses ScaleOptions.Default
- Added ScaleTargets flags enum for filtering what object types can be scaled
- Added ScaleController.TargetType for mods to check what kind of object a controller manages
- Removed ShrinkConfig and ScaleFactor (replaced by ScaleOptions)
- Zero Factor/Speed in ScaleOptions falls back to defaults
Bug fixes
- Fixed players in tumble/object mode (Q) not being shrinkable by guns
- ScaleManager API now resolves PlayerShrinkLink when target GO doesn't have ScaleController directly
- Fixed Tricycle (Bella) trike mesh not scaling — rider shrank but the bike stayed full size
- Single doors now cleanly break off their hinges when shrunken instead of floating in place
- Birthday Boy's balloons now shrink along with him
- Enemies killed or despawned while shrunken no longer respawn at shrunken size
- HeartHugger mesh and collision now align properly when shrunken (including when tipped)
- HeartHugger gas pull distance scales with enemy size
- Loom attack distance scales with enemy size
- Fixed bonk expand not restoring visual scale on enemies with handler-owned scaling
- Replaced most reflection with direct publicizer access for better performance
- Fixed Loom (Shadow) NRE spam in EnemyShadow.HandLogic after unshrinking
0.2.0
Bug fixes
- Pupils no longer stay huge after unshrinking
- Animation speed resets properly on unshrink
- Grab range actually scales down while shrunken now
- Voice pitch no longer gets nuked by spewer/hourglass events
- Menu preview shows big pupils while shrunken
- Host now enforces grab stats for all shrunken players, not just local
- Remote players see big pupils in the shop
- Menu preview only shrinks for the shrunken player, not everyone
- Non-host sees their own big pupils in menu preview
- Non-host grab strength/range/throw restores properly after unshrinking
- Big pupils yield to expressions while shrunken (no more bleeding through eyelids)
- Cart pull distance no longer leaks the host's shrink state to other players
- Shrunken enemies deal scaled damage across the board (mace swings, tumble impacts, instakills)
- Enemies like Trudge whose mace has
playerKillno longer instakill when shrunken - Damage scaling works even when the HurtCollider doesn't have
enemyHostset - NavMesh agent radius scales with enemy size
- Fixed Chef, Mentalist, Reaper, Trudge, and Elsa sinking into the ground when shrunken
- Fixed Loom (Shadow) arms detaching from body when shrunken
- Fixed AnimTarget discovery walking up to Enable container on enemies with renderers on the Rigidbody (caused double-scaling on Hearthugger and Loom)
- Known: Hearthugger still has visual/grab misalignment when shrunken (cosmetic, gameplay unaffected)
Balance
- Grab strength less punishing (1.5x scale factor, capped at 100% when shrunk)
- Added MinimumStrength and MaximumStrength config options
- Grab range and throw scale directly with size (no mercy bonus)
- Enemy damage scales by shrink factor directly (was a flat 0.1x)
- Enemy bonk immunity down from 5s to 3s
- Items stay shrunk indefinitely (was 300s)
Improvements
- Menu avatar animates smoothly when shrinking/unshrinking instead of snapping
- Negative shrink durations from bad configs get clamped to 0
- Version auto-stamped from csproj via BuildInfo
Internal
- Assembly publicizer replaces all reflection in PlayerHandler
- ItemHandler uses standard GetField instead of AccessTools
- All enemy-to-player damage scaling lives in one patch now (KnockbackPatch)
- Deduplicated grab strength formula into GetGrabFactors helper
- Noisy item field logs downgraded to LogDebug
- Dropped REPOLib dependency (wasn't actually used)
- Updated Thunderstore description
0.1.0
Initial early access release.