Valheim
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Latest version
1.3.2
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Changelog

1.3.2 - 2026-10-02

  • Avoid repeated missing-type warnings when Configuration Manager is not installed; detect it quietly and retry at a low frequency for late-loaded optional plugins.

1.3.1 - 2026-10-02

  • Keep an established custom-cylinder wall contact latched across transient narrow-phase misses for both mesh and primitive colliders; only release after the expanded clearance volume clears.

1.3.0 - 2026-10-02

  • Keep each recently contacted world collider visible in pink for 30 seconds from its latest contact, instead of replacing the previous debug outline.
  • Stabilize custom camera-cylinder contact when PhysX intermittently omits an already contacted non-convex mesh from a sweep. Keep the established wall contact while it remains in the cylinder's broad-phase volume; release it after the collision volume clears.
  • Align native Hammer construction colliders with visible model geometry across wear variants. Preserve openings and compound parts; exclude roofs, tables, small props, and mod replacements. The audit records per-piece changes and conservative exceptions.
  • Keep vanilla collision and custom-cylinder collision as separate modes, with native object-ignore rules and the fixed 50% Advanced Height free-space limit.

1.1.7 - 2026-09-26

  • The damage-direction arrow now refreshes its bearing toward the tracked attacker every 0.5 seconds while it remains visible; the interval is configurable from 0.1 to 5 seconds.
  • Both arrow-size controls now accept values down to 0.01. The first-person arrow defaults to 0.25.

1.1.6 - 2026-09-26

  • Added independent first- and third-person damage-arrow size controls.
  • Suppressed the damage-direction arrow for Valheim's Fall and Drowning hit types, clearing any previous marker when either occurs.

1.1.5 - 2026-09-26

  • Damage-source tracking now resolves both HitData.GetAttacker() and the attacker's m_attacker network ID through ZNetScene.FindInstance, so the default source-pointing option can identify the actual local-world attacker before falling back to impact direction.
  • Grouped all damage-indicator numeric controls into one 40 - Damage Direction Indicator / Adjustments section. Detection / Adjustments now appears after Performance, with Debug last.

1.1.4 - 2026-09-26

  • Replaced the first-person screen-space damage arrow with the same local-only 3D marker used in third person. It stays at a fixed camera-local position and rotates horizontally and vertically toward the damage direction.
  • Added a dedicated Configuration Manager section for damage-indicator behavior, duration, size, color, and separate first- and third-person positions. The attacker-direction toggle defaults to enabled.
  • Reduced the default arrow size and changed its default to a muted red with a darker outline. Removed the obsolete 2D HUD-arrow renderer.

1.1.3 - 2026-09-26

  • Replaced the GL-only third-person damage marker with a local-only 3D arrow built from renderers, with no collider, rigidbody, or network component. First person continues to use a screen-space HUD arrow.
  • Added a version-tagged damage-direction log and explicit direction-source fallback so the active DLL and computed vector can be verified from the log.

1.1.2 - 2026-09-26

  • Fixed the damage indicator state being cleared because a Transform was compared by reference to a Player component.
  • Replaced the third-person arrow mesh with a local world-space GL marker rendered through the same path and shader as the camera-cull cylinder. It has no physics components and is visible only to the local client.
  • First-person HUD rendering no longer depends on creating a third-person renderer. Damage direction now always resolves to a valid horizontal vector, and visual geometry is rendered without per-frame collision or position correction.

1.1.1 - 2026-09-26

  • Damage direction now recognizes HitData across damage, post-damage, and RPC callbacks, then resolves attacker direction before contact-point fallbacks.
  • The third-person marker uses the same built-in unlit shader as the camera-cull visualization, stays local to the client, and has no physics components. First-person HUD state is kept independent of whether the world marker can be created.
  • The world marker is positioned on damage and only repositioned when switching between first- and third-person; it no longer repositions every frame.

1.1.0 - 2026-09-26

  • Advanced Camera now eases the camera inward when a horizontal wall blocks its orbit, using the same collision transition as the normal third-person camera. The transition preserves the active vertical pitch and floor/ceiling height limits and never commits an indoor distance change.
  • The damage-direction indicator now hooks both the damage application and post-damage callbacks, avoiding gaps caused by different damage paths. Its third-person arrow faces the active camera while staying around shoulder height; first person uses a larger screen-space arrow.
  • Moved the active plugin source and build to the mod root, removed the obsolete standalone HUD package path, and kept the five demonstration GIFs in the root demos folder. The GIFs remain outside the distributable ZIP.

1.0.24 - 2026-09-26

  • Camera collision now filters the local player from Valheim's final camera endpoint calculation, preventing the character collider from pushing the camera upward while keeping world structures solid.
  • Restored Valheim's water-level camera clamp while the local player is not swimming. The clamp is bypassed only while Character.IsSwimming() is true, preserving BetterDiving and compatible swim-state patches.
  • Damage direction now uses the attacker when available, has a fallback for environmental damage, and displays as a shoulder-height 3D arrow in third person or a directional HUD arrow in first person. Its default duration is four seconds and is configurable from 0.5 to 10 seconds.

1.0.23 - 2026-09-26

  • Outdoor collision easing now starts reliably on the first sustained contact and moves along a collision-safe path instead of being immediately snapped back by the final camera-path correction. Solid colliders still block the camera; the stable distance cut retains the existing >5 m, >=3 m, percentage-loss, and one-second stability rules.
  • Advanced Camera now smoothly shortens its indoor orbit as vertical look increases and, with Height Clearance, as the camera moves up or down. Separate percentage controls cap each contribution; disabling Height Clearance still keeps the camera at head-pivot height.
  • Added an optional local 3D damage-direction arrow at shoulder height. It points toward the incoming hit and is rendered in the world without text or screen-space UI.

1.0.22 - 2026-09-26

  • Restored smooth outdoor collision movement for all collision distances, including short wall and door-frame contacts. The separate one-second distance cut still follows the existing rules: requested distance above 5 metres, safe distance at least 3 metres, minimum percentage loss, and a stable window whose readings stay within 5 metres.
  • Advanced Camera without Height Clearance now pins the camera to the player's head-pivot height indoors while preserving vertical look. Walls shorten only the horizontal orbit; floors and ceilings cannot pull the camera up or down. The Height Clearance path is unchanged.

1.0.21 - 2026-09-26

  • Moved the distance HUD settings into the main Immersive Camera Enhanced configuration, removing its separate Configuration Manager entry.
  • Structural surface clearance now applies only to near-horizontal underside contacts. Walls and wall corners retain their normal collision distance and are no longer classified as floors or roofs from a wall name token.
  • Boat camera limits now hard-cap the live camera distance and both Valheim boat-distance fields, including passenger and steering camera paths, even when server sync or another mod writes a larger value.
  • The character and boat distance settings now act as hard local maximum cutoffs (up to 35 metres), not merely values supplied to Valheim's initial camera fields.

1.0.19 - 2026-09-24

  • Restored the approved Advanced Camera orbit calculation: indoor camera distance stays behind the player while vertical look is clamped between floor and ceiling clearance.
  • Advanced Camera now measures wall clearance from Valheim's offset camera pivot and no longer falls back to the vanilla endpoint already shortened by floor or ceiling collision.

1.0.18 - 2026-09-24

  • Outdoor collision-distance smoothing and commits now run only when the requested camera distance is over 5 metres and the collision-safe position remains at least 3 metres from the character.
  • Advanced Camera now starts from the mouse-requested position instead of Valheim's already collision-shortened position. It clamps vertical travel between floor and ceiling, preserves that height when a horizontal wall shortens the orbit, and skips indoor collision-distance smoothing.

1.0.17 - 2026-09-24

  • Vanilla first person now activates only when scrolling reaches 0.5 metres; the local minimum overrides Valheim or server values while the feature is enabled and restores the original value when disabled.
  • Advanced Camera now keeps its floor and ceiling height clamp through the final wall-path checks. Vertical movement stops at the safe height while camera pitch remains available, and walls continue to use normal collision handling.

1.0.16 - 2026-09-24

  • Restored Valheim's normal horizontal camera orbit while Advanced Camera is active. Advanced Camera adjusts only the vertical camera position for floor and roof clearance; it no longer copies the character's yaw or facing direction into the camera.

1.0.15 - 2026-09-24

  • Advanced Camera now keeps the view behind the character and locks horizontal camera rotation to the character, leaving vertical look free. Its height uses local floor and roof boundaries; when the configured clearance cannot fit in a room, the camera falls back to lens-sized physical clearance and preserves vanilla wall collision.
  • First person now requires an explicit scroll step that reaches the zoom minimum. Wall collision alone can no longer trigger vanilla first person.
  • Outdoor collision-distance commits now ease through the configured camera-distance smoothing instead of changing the selected distance instantly.

1.0.14 - 2026-09-24

  • Collision-position easing is disabled while Advanced Camera is active indoors; indoor walls and corners use the immediate safe position.
  • Outdoor collision distance now uses a one-second observation window. Samples are compared with their running average; an excursion beyond five metres starts a new window, and a stable window commits its shortest safe distance.
  • The camera-distance HUD appears when the player scrolls outward even if Advanced Camera or the configured maximum prevents a distance change. It still hides after two seconds without another change or scroll attempt.

1.0.13 - 2026-09-24

  • Advanced Camera caps both scrolling and the live third-person distance at three metres while a construction ceiling is active. Indoor wall collisions no longer commit a shorter distance to the player's selection.
  • Camera collision easing now begins on small hits such as door frames and on indoor corner-clearance corrections. The transition stays on the collision-safe side of solid walls.
  • Alt free look increases lateral lens clearance with the viewing angle and moves the camera toward the character only when a nearby wall requires it.

1.0.12 - 2026-09-24

  • Increased the solid-camera margin and added a final lens-overlap correction so wall surfaces cannot fill the view when the camera reaches them at oblique angles.
  • Collision movement now eases over one second whenever a clear path exists; a solid obstruction always takes priority over interpolation.
  • A collision-shortened distance becomes the effective third-person distance after it remains stable for one second. Normal movement against a wall does not alter the selected distance before that point.
  • The distance HUD now has no background, uses a short localized camera label, and displays the effective camera distance rather than momentary character-to-lens movement.

1.0.11 - 2026-09-24

  • Advanced Camera now activates only when the local player is sheltered beneath a nearby construction ceiling. Outdoors, Valheim's normal third-person camera is restored immediately.
  • The indoor three-metre camera limit no longer overwrites the distance selected with the scroll wheel. Wall collision retains the camera's requested height when the path is clear, and collision alone cannot switch to first person.
  • Collision-distance easing applies only while the camera shortens toward a wall; distance recovery starts immediately when the obstruction clears. The camera continues to respect solid surfaces.
  • Added a configurable, translated camera-distance HUD. It shows the rendered distance while it changes and hides after two seconds; horizontal and vertical screen positions are adjustable.

1.0.10 - 2026-09-24

  • Replaced Smooth Camera Wall Pass-Through with EnableCollisionDistanceTransition. It preserves the distance selected by the player and uses a transition of at most 0.85 seconds only when the camera path is clear; it never bypasses solid colliders.
  • Added the CollisionDistanceMinimumPercent slider (0 to 100, default 10) to define the minimum loss of requested camera distance that qualifies for the collision-distance transition.
  • Added EnableAdvancedCameraEdgeClearance, enabled by default, for rounded clearance around indoor wall corners, raised obstacles, and floor or ceiling height changes.
  • Alt free look now reads raw mouse input while held and begins its smooth return only after Alt is released.

1.0.9 - 2026-09-23

  • Camera wall pass-through now stops immediately when another collider blocks the view, returns to the nearer collision-safe point, and waits for a clear camera path before starting another transition. This prevents alternating between adjacent wall colliders and removes the resulting camera jitter.

1.0.8 - 2026-09-23

  • Camera wall pass-through now starts at the collision-safe camera position instead of the previous frame's position. Its smooth transition is frame-rate independent, continues while the view rotates, and completes within 0.85 seconds; the Advanced Camera indoor ceiling safeguard remains in effect.

1.0.7 - 2026-09-23

  • Removed horizontal mouse low-pass smoothing while Advanced Camera is active; mouse yaw remains immediate.
  • Camera wall pass-through now uses a faster positional transition and is suspended while the player is under a construction ceiling, preventing Advanced Camera from moving through indoor walls. A throttled ceiling probe also ends an active transition when the player enters a building.

1.0.6 - 2026-09-23

  • Added EnableCameraWallPassThrough (enabled by default). When a building wall lies between the character and the requested camera position, the camera temporarily ignores that exact wall and eases toward its unblocked position. The wall collision returns after both the character and camera cross it; floors, roofs, terrain, rocks, ores, and other colliders keep their normal collision.

1.0.5 - 2026-09-23

  • Camera collision now ignores chests and storage containers, including modded containers identified by their component type.
  • Advanced Camera now uses separate ceiling-check intervals: 1 second while inactive and 3 seconds while active, both configurable.
  • Advanced Camera height clearance now defaults to 4 metres from floor and ceiling colliders.
  • Boat distance now supplies the boat limit to both GameCamera maximum-distance fields while the player is attached, matching Valheim's separate controlled-ship branch and covering rafts and passengers.

1.0.4 - 2026-09-23

  • Positional smoothing now runs only during camera collision and camera-mode transitions; ordinary mouse orbit stays immediate.
  • Advanced Camera now leaves Valheim's collision-safe camera position unchanged when a wall blocks the view or the configured floor-to-ceiling clearance does not fit. A valid upward adjustment also pitches down to preserve the original aim point.
  • Boat camera distance now detects passengers attached to a ship or raft, in addition to players steering it.

1.0.3 - 2026-09-23

  • Camera movement now eases strongly when collision shortens or restores its position, reducing jumps and flicker around obstacles.
  • Advanced Camera activation and deactivation use the same smooth transition, including when leaving a building.
  • The local player's colliders are excluded from camera collision tests so the camera cannot collide with the character itself.

1.0.2 - 2026-09-23

  • Advanced Camera now uses the animated eye/head height as its indoor baseline. Level and upward views stay at that height; looking down may raise the camera only within the available room.
  • Roofs and ceilings are used only as upper height boundaries. A roof under an exterior camera can no longer be mistaken for the ground and lift the camera above the house.
  • The ceiling check refreshes early after the camera moves at least one metre horizontally, so leaving a building does not retain a stale indoor state until the next full interval.

1.0.1 - 2026-09-22

  • Camera culling now explicitly protects the local character and ignores water surfaces, so entering water cannot hide the player through the V1 occlusion volume.
  • Removed Valheim's camera-only liquid-level clamp and excluded identified water surfaces from the camera collision query, allowing the view to follow the player below the water surface.
  • Boat camera distance now follows the same GetControlledShip() state Valheim uses to select its boat camera limit, so the configured boat maximum is applied to the correct camera mode.
  • Advanced Camera now treats pitched roof and floor hits as local horizontal height boundaries, using the surface height at the camera's current position.

1.0.0 - 2026-09-22

  • Restored first-person crouch lowering with broader Valheim crouch-state detection and increased the sway pitch and roll response slightly.
  • Enabled all Camera Cull and Camera Improvements features by default except Leaves Only.
  • Advanced Camera clearance now defaults to 6 metres and limits vertical travel instead of using the margin as a camera collision distance. The configured value is read live and applies to the allowed height range.
  • Optical zoom now starts at 2×, uses a 20× maximum by default, and remains configurable up to 40×. Mouse sensitivity is reduced more strongly at high magnification and camera input is smoothed while zoomed.
  • Zoomed mouse input now uses an additional fivefold sensitivity reduction and a slower low-pass response so small movements remain controllable at high magnification.
  • Fog and cave brightness now also updates EnvMan's sun-fog color and global fog shader value after each environment transition, covering the atmospheric pass used by caves and dense mist.
  • Zoom sensitivity now hooks Valheim's normal PlayerController mouse-input path and exposes a configurable multiplier (0.20 by default), so the reduction applies during regular gameplay.
  • Advanced Camera no longer ignores horizontal structural surfaces during its final path check; a roof or ceiling now shortens the camera distance toward the character instead of lifting the camera through the structure.
  • Added smooth interpolation for normal scroll-based third-person camera distance changes.
  • Alt release now restores normal character turning immediately while the captured camera view continues its smooth return independently.
  • Advanced Camera now checks for a player-built ceiling at a configurable interval (default 2 s), temporarily caps the camera at 3 m indoors, and releases that cap when the ceiling is gone or the building hammer is equipped. Optional height clearance keeps at least 3 m from floor and ceiling and avoids shortening the view for horizontal structural surfaces. Camera-pass-through props such as tables, chests, workbenches, portals, beds, torches, and lights are excluded from the height calculation.
  • Optical zoom now supports up to 40× and transitions smoothly; its normal camera distance and first-person boundary remain independent.
  • Separated Camera Cull toggles and numeric controls into distinct collapsible Configuration Manager groups (00 - Camera Cull and 00 - Camera Cull / Adjustments). Performance remains the penultimate section and Debug remains the final section.
  • Replaced the experimental inverted Alt movement patch with the opt-in, client-only free-look implementation described below; the new mode does not patch movement controls.
  • Extended day, night, and fog/cave brightness to a signed -100 to 300 range. Negative values darken the client scene, values above 100 apply additional HDR exposure, and daylight now defaults to zero.
  • Added client-only third-person character and boat camera-distance limits (up to 35 metres). The active limit is selected from the local player's mounted state, preserving vanilla camera steering while preventing Valheim Plus or server-provided values from extending the local view.
  • Restored an optional client-only vanilla first-person toggle driven by the scroll boundary; by default it leaves Valheim's own first-person camera, model visibility, FOV, collision, and animations untouched.
  • Added optional first-person camera sway that rotates the view without repositioning the camera.
  • Increased the first-person sway pitch and roll slightly while keeping the response smoothed.
  • Added optional first-person camera animation that smoothly lowers the camera by 30% of the character height while crouching.
  • Added a client-only first-person FOV adjustment and vanilla-style character yaw synchronization while turning the first-person camera.
  • Reduced first-person sway amplitude to make movement more comfortable.
  • Added configurable optical hold-to-zoom: hold Mouse4 by default to magnify toward the crosshair in first or third person, scroll to adjust magnification, and release to restore normal FOV. The feature is disabled while the building hammer is equipped.
  • Added an optional Alt free-look toggle. While the configured key is held, the camera can look sideways without changing the local character's movement heading, including while movement keys are held. The camera now pivots locally without orbit translation and restores the exact view captured at activation smoothly.
  • First-person activation now requires an explicit scroll toward the minimum distance; camera collision alone can no longer switch views. V1 occlusion is disabled while first person is active.
  • Switched the default hold-to-zoom key to Mouse4, smoothed first-person sway, and made FOV changes apply immediately while Configuration Manager is open.
  • Roll direction follows movement direction while vanilla first person is active.
  • Hold-to-zoom starts at a configurable magnification immediately on Mouse4 and can be adjusted progressively with the scroll wheel. While held, it consumes the wheel so vanilla camera distance and first-person activation cannot also process the same input. Free look is capped at 120 degrees horizontally and 90 degrees vertically, including when movement keys are held together with Alt.
  • V1 building culling now admits only explicit support-pillar and stone-arch renderers. Walls, floors, ceilings, and roofs belonging to the same building piece remain visible.
  • Added optional Advanced Camera. It measures floor and ceiling clearance at the camera target, keeps the camera at a safe height while pitch changes, and still respects walls and solid obstacles along the path. Alt return uses built-in smoothing with no extra setting.
  • Reorganized Configuration Manager controls into Camera Cull, Camera Collision, Camera Improvements, Performance, Visual, Debug, and Detection feature groups.
  • Added separate day, night, and fog/cave brightness controls. The adjustment now runs after EnvMan.SetEnv, the final client-side method that writes the directional light, fog, render settings, and world ambient shader color. Every call starts from values freshly written by Valheim, without accumulating changes or depending on server-side brightness settings.
  • Added optimized temporary Leaves Only behavior while walking toward the camera. It uses consecutive local movement samples, rejects abrupt position corrections, and only requests a new throttled cylinder query when the mode changes. Its configurable activation delay defaults to 0.5 seconds of continuous movement toward the camera. Support pillars and stone arches are restored together with tree trunks while the temporary mode is active.
  • Increased the ground-anchored young-tree and sapling detection volume to six metres high and three times the original radius. Normal culling now resolves the complete young-tree root.
  • Added explicit visual culling and camera-collision bypass for player-built stone arches.
  • Camera collision resolves wall-mounted lights before structural wall classification and ignores wall sconces, torch variants, light fixtures, player-built tables, and the local player's active hammer placement preview.
  • Wooden walls, foundations, floors, ceilings, roofs, terrain, mountain rocks, boulders, ores, and other natural stone remain solid to the camera.
  • Replaced live scene-wide V1 renderer discovery with collider-backed queries limited to the active camera volume. Collider, renderer, and hierarchy classifications are cached.
  • Added configurable curved-cylinder geometry, contact interval, restore delay, shadow preservation, visual diagnostics, protected-name tokens, and independent collision toggles.
  • Added aggregate verbose performance diagnostics without per-renderer hot-path logging.
  • Runs entirely on the client and does not modify world saves, server physics, harvesting, mining, combat, or building interactions.
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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro