BifrostGate
A unique stone portal hub connecting named unpaired portals.Changelog
1.0.0
- First release: one craftable portal hub, named destination grid, two-way travel, BIFROST status, and cold blue portal visuals.
- Remove visual diagnostic exports and obsolete debug logging.
0.1.24
- Soften rune brightness and shift their blue towards a lighter, cooler ice blue.
0.1.23
- Use the red glyphs in FinalPortal_e as the exact mask to recolor matching pixels in both the emissive and diffuse maps.
0.1.22
- Include the Unity image conversion assembly needed to compile the diagnostic PNG export.
0.1.21
- Export the original stone albedo and emission textures to BepInEx/config for rune diagnosis.
0.1.20
- Recolor the stone runes’ dedicated
FinalPortal_eemissive texture on Bifrost gate materials. Preserve the blue spiral and the stone diffuse texture.
0.1.19
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Record the stone shader properties once without changing the working blue spiral or stone material.
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Restore the v0.1.15 visual implementation that displayed the blue spiral and original stone correctly.
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Remove the later rune material experiments that damaged the stone texture.
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Reuse the additive particle shader already loaded by the gate trail; the earlier name lookup returned null in Valheim.
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Replace the gradient-mapped particle shader on the cloned gate’s flame and rune effects with a blue-tinted additive particle shader.
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Report duplicate Bifrost installations during the local build.
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Recolour the colour-ramp textures used by the portal flame and rune gradient-mapped particle shaders.
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Retain the existing particle shape, animation, transparency and routing.
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Add a one-time diagnostic of each portal renderer, material shader, colour, texture and particle mode to identify the orange and yellow effect sources.
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Fix Unity Color32 comparison for the game build.
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Target the Runes particle effect identified in the game log; neutralize its gold texture while tinting its emitted particles blue.
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Recolour already emitted spiral particles and cover additional Unity particle gradient modes.
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Convert the yellow rune pixels in the gate-only albedo texture to blue while retaining the stone.
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Broaden the warm-colour filter for the spiral texture and include its alternate emissive map.
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Preserve the vortex particle gradients and transparency while shifting warm colours to blue.
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Restrict rune recolouring to its emission mask and blue emission, keeping stone texture intact.
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Log rune material and particle names once for precise follow-up if an effect remains wrong.
0.1.7
- Recolour the active portal particle material and particle colours, which were still rendering orange.
- Recolour the rune emission textures and override their warm emission at runtime.
- Keep stone albedo and the already working destination grid untouched.
0.1.6
- Restore portal vortex particles while suppressing smoke, fog, mist and cloud emitters.
- Force blue emission on the stone portal rune material and target-found colour.
0.1.5
- Add the Unity text rendering assembly reference required by the destination grid.
0.1.4
- Replace portal text entry with an inventory-style grid of named destinations.
- Add search, pagination and a clickable slot for each portal; the grid is not an inventory and accepts no items.
- Remove stone portal particles and recolor warm rune texture pixels blue while keeping the portal surface and frame.
0.1.3
- Native portal text entry and first cold blue effect pass.
0.1.2
- Cycle destinations and label unpaired portals [BIFROST].
0.1.1
- Fix build compatibility with Valheim 1.0.
0.1.0
- Initial Bifrost source builder.


