Fixed an endless portal loading screen. Holding back the teleport itself deadlocked the wait: the player has to move for the destination to start loading. The teleport now always completes and only the view is held, with a 12 second hard cap.
Pings, other players, death and bed markers stay visible while choosing a destination. New setting Always Visible Pins lists the pin types that are never hidden.
1.0.6
Arrival is now blocked at the source instead of only holding the fade, and waits a settle delay after the destination reports ready. Terrain is generated locally and reports ready almost instantly while server objects are still arriving, which is what caused arrivals in an empty world.
New setting Extra Load Wait (1.5s), applied only to destinations that were not loaded when leaving. Already loaded destinations stay instant. Skip Loading Objects and Skip Loading Area bypass the gate as expected.
1.0.5
Arrival waits for the destination zone to be confirmed loaded over several frames. Previously an unvisited area could be entered while it was still streaming.
1.0.4
Browse pins are hidden while the picker is open so nothing stacks on the picker pins, and the toggle key is ignored during picking.
1.0.3
Unnamed portals show no label instead of a placeholder.
Portals keep their flames and glow: the connected state is forced since tag pairing is pointless with Bifrost.
1.0.2
Destroyed pin elements no longer crash the hiding pass, which let icons reappear on zoom and fast reopen.
1.0.1
Pins are inserted directly, bypassing AddPin patches from other mods.
Pin hiding is alpha based and survives zooming and fast reopening.
Optional loading skips (objects, area).
Player is frozen while the picker is open, Shift E renames.
1.0.0
Initial release: map based destination picking with an independent marker layer, quick travel that waits for the area to load behind the fade, server synced configuration.
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