SULFUR
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Dependency string
ryuka_labs-DamageSparks-1.1.0
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Changelog

1.1.0

Vanilla renderer

  • Added Renderer = Vanilla, which draws damage numbers with SULFUR's own damage text, the one the target dummies use, including its original animation, font, fly-out direction and critical-hit variant.
  • The vanilla renderer reuses the game's prefab instead of imitating it, so nothing extra ships with this mod.
  • Added VanillaUseDamageTypeColors (default true). true uses the game's damage-type colors exactly like the target dummies; false keeps this mod's weakpoint colors on the vanilla animation.
  • Added VanillaScale (default 1.0) to resize the vanilla damage text.
  • The vanilla renderer keeps every existing filter, display mode, per-frame spawn budget and crowding limit. It shows whole numbers only, because the game's damage text does, so ShowDecimals has no effect there.
  • If the game's damage text cannot be loaded, Renderer = Vanilla falls back to ScreenSpace and writes a warning to the log instead of showing nothing.
  • The renderer default is unchanged. Renderer = ScreenSpace still produces the previous look.

Status effect damage

  • Fixed damage over time from status effects the player applied, such as burning, poison and electrocution, never being shown. These are exactly the colored numbers the target dummies display.
  • This is an intentional behavior change. With the default configuration you will now see extra numbers for burning, poison and electrocution ticks in every renderer, not only in Vanilla. Set ShowStatusEffectDamage = false under [Filter] to restore the previous behavior.

Weakpoint colors

  • Fixed damage that carries no hitbox information being colored as a weakpoint hit. Status damage over time and explosion damage used the head shot color and are now white.
  • Weapon hits are unaffected. The game always resolves a real body part for them.

Compatibility

  • Verified against SULFUR 0.18.5.

1.0.12

  • Corrected the fallback TextMeshPro outline introduced in 1.0.11.
  • Removed the enlarged black backing glyph, which changed glyph size and character spacing instead of creating a real border.
  • Screen-space numbers now use four same-size black copies with small diagonal pixel offsets behind one colored face.
  • World-space numbers use the same same-size offset approach in local billboard space.
  • All outline copies remain pooled and reuse the renderer's shared font material.
  • Keeps the renderer-change optimization and all 1.0.9 performance limits.
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