Packaging fix: CHANGELOG.md and manifest.json are saved without a UTF-8 BOM (Thunderstore's validator rejects BOM-prefixed files). No behavior change - v0.2.2's portal-trip fix is included.
0.2.2
The squares now hide themselves while the player is travelling through a portal. They are drawn with OnGUI, and Unity composites IMGUI after every UI canvas pass, so no canvas setting could ever put a custom loading screen over them - not drawing them during the trip is the fix. Status effects keep running; the squares return the moment you arrive.
0.2.1
Default IconSize is now 50 (fresh configs only; existing IconSize in your cfg file is unchanged).
0.2.0
Release for Valheim 1.0.21 (Unity 6): status squares draw with OnGUI in screen pixels. Unity UI on the game HUD was invisible in practice; SeneaL UI is optional, not required.
Lighter HUD path: no per-label Outline meshes, no extra overlay canvas, SeneaL scans only when SeneaL is installed.
Startup logs explain when squares are hidden (no player, HUD toggled off, no buffs, and so on).
0.1.15
Draw status squares with OnGUI in screen pixels. Valheim 1.0.21's HUD canvas was swallowing the Unity UI layer, so icons could log as drawn and still be invisible.
Log the first reason squares are skipped (disabled, no player, HUD hidden, no effects, no icons).
0.1.14
Squares now stretch across Valheim's HUD canvas, so they sit in the chosen screen corner instead of a 100x100 box in the middle of the HUD.
Dropped Unity UI Outline and stopped rebuilding layout five times a second, which was hammering FPS.
Skip SeneaL leftover scans when that mod is not installed. Show squares whenever the vanilla HUD is visible.
0.1.13
Parent the squares under Valheim's own HUD root instead of a separate overlay canvas, so they render on Valheim 1.0.21 / Unity 6 without SeneaL UI.
Track slot placement explicitly so recreated HUD layers still position every square.
Log once when the game reports HUD effects but none have icons to draw.
0.1.12
New status squares stay hidden until they are placed in the list, so they no longer flash at a default screen position when an effect is applied.
0.1.11
Re-checked against Valheim 1.0.21 (Hud.UpdateStatusEffects, SEMan.GetHUDStatusEffects, StatusEffect.GetIconText).
Cut per-frame HUD work: cache layout/fonts, skip unchanged squares, localize names once, and stop reflecting into SeneaL UI every frame.
0.1.10
Verified against Valheim 1.0.21 (Release build).
BepInEx dependency set to denikson-BepInExPack_Valheim-5.4.2360.