Valheim
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Latest version
0.1.0
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Changelog

0.1.0 - 2026-10-28

Added

  • Add a frame time meter (disguise perf)
  • Add a Logs option to switch the mod's own Info messages off
  • Add .gitignore
  • Add .prettierrc.json for formatting code

Changed

  • Init
  • Deploy to both installs and clean up all warnings
  • Move the Harmony patches into Patch.cs
  • Expose an internal API for the Harmony patches
  • One class per file for the Harmony patches
  • Split Disguise.cs into config, game access, prefab and applier classes
  • Split observer refresh, console command and create/destroy flag into their own classes
  • Hide the equipment of a disguised player from the other machines
  • Rename HideShoulder to HideCape and change the defaults
  • See your disguise on your own screen (rebuilt, cost-neutral)
  • ShowAsAlly - display the creature as an ally or as an enemy
  • SetFakePosition - show a fake position on the other players' map
  • The bridge picks the creature's own normal / special attack
  • The block key plays the creature's own third attack
  • Install only into BepInEx plugins in the package README
  • The creature can fly while your player stays on the ground
  • Record the flight shortcuts by pressing them instead of typing them
  • The mouse wheel climbs and descends while the flight is on
  • Format with CSharpier 1.3.0
  • Disguise window - step 1: frame, key chord and the input rule
  • Disguise window - step 2: creature list, filter and focused typing rule
  • Disguise window - step 3: the 3D preview of the creature under the pointer
  • Disguise window - step 4: the command buttons and the status line
  • Disguise window - step 5: Escape closes it, without pausing the game
  • Disguise window - the title row shows the GuiKey chord
  • Any registered prefab - six category checkboxes over the window list
  • The prefab lists only show vanilla prefabs
  • The prefab lists drop the effect prefabs (fx_, sfx_, vfx_)
  • Disguise list writes its output to the log too
  • A Static category for the prefabs that can never follow
  • The prefab list drops the Ships category
  • The filter row of the window gets a Clear button
  • The state line carries the flight and the altitude
  • The console moves and turns the costume
  • The window edits the pose of the costume
  • The status line moves under the title and carries the size of the costume
  • The window marks prefabs as favorites and lists them alone
  • The Favorite button marks the selected prefab, not the hovered one
  • The checkbox row shows Favorites first, then the categories alphabetically
  • A gold star marks the favorite rows of the list
  • The place of the window is kept in the config, centred by default
  • The catalogue drops every prefab nothing can be drawn of
  • The checkbox of the row becomes a builder the window can call
  • A box takes the shimmer off an item costume
  • The window says what the element under the pointer is for
  • A Disguise line in the pause menu
  • The settings of a working install become the defaults
  • A switch for the Disguise line of the pause menu
  • The log stays quiet by default
  • DEV.md, how a pause menu line is added and taken out
  • The config file is bound section by section
  • The window's repeated text writes and its two measures get one home
  • Every static readonly field carries the s_ prefix
  • The costume carries the game's own level
  • The console and the window set the level
  • The copies we build are dressed for their level
  • The level has no ceiling, the game itself has none either
  • The level is kept inside 1 to 9, like the spawn command
  • The window's rows in the order asked for - favorite first, level left of the sparkle
  • A humanoid costume is born with its armor and its weapon
  • The costume's gear travels to the machines running no DLL
  • The costume's hands are chosen, weapon by weapon, in the Whose list
  • The weapons row, its list and the three filters of the pool
  • DEV.md gives way to PLAN.md
  • The weapons list takes the picture's width, without its Whose word, and reads Creature default
  • Option to leave your line out of the player list others receive
  • The flight comes into the window - its four chords on their own line, the wheel switch and the speed and step fields in the band, and the help band back to three lines
  • An All box beside Favorites in the checkbox row
  • The command buttons stand taller and wider - the picture grows with them
  • Generate changelog and upload release to GitHub in post-build script
  • Call the reusable workflows from orax-modding/publish
  • Enforce LF line endings via .gitattributes and .editorconfig
  • Use 7-Zip instead of .NET compression for release archives
  • Create README.md
  • Update mod icon
  • Update LICENSE

Fixed

  • Ship a correct ThunderStore README instead of the stale 'unlimited stamina' one
  • Discard the clone when a game component survives the strip
  • Translate footstep effects to the disguise creature
  • The owner decides what equipment stays hidden
  • The creature now plays your melee attack (own view + vanilla observers)
  • The melee bridge now reads trigger lists from active objects
  • Raise the flight in the packet header, where a position really travels
  • Default the scroll step to 0.2 metres per notch
  • Disguise window - filter inside the frame, beige rows with an orange selection, wheel option
  • Disguise window - clamped list ends and a 3000 pixel wheel step
  • Disguise window - the list takes the wheel back from the preview listener
  • The own-view clone keeps its mesh filters
  • Hold the relayed position of a disguised player still
  • A costume is relayed with its own health, not the player's
  • Relay a costume where it rests, so it stops shivering
  • The relayed band holds a disguised player's position only
  • Lay a costume on the ground it rests on, not on level ground
  • Read the ground three ways before giving up on a costume
  • Read the ground a fourth way, from the zone the server never built
  • The window only builds the rows of the categories it shows
  • The state line reports the flight offset instead of the altitude
  • The pose rows were built over the last rows of the list
  • The ground rest erased the turn around X and Z
  • Small prefabs trembled in the preview, framed a hand's width from the stage
  • The preview keeps the row the pointer was on instead of reverting
  • Marking a favorite no longer throws the list back to its first row
  • Reopening the window finds the list where it was
  • The preview frames every prefab to fill its picture
  • The preview frames only the meshes it draws, and says what it measured
  • The preview measures a skinned mesh from its pose
  • The size on the status line is the size of what is drawn
  • The size on the status line is back for every prefab
  • The ground rest only counts colliders the machines really simulate
  • The reload draws the Disguise line only once
  • The terrain the probe built goes with the plugin that built it
  • The save's Player prefab comes back even when the save threw
  • A hit points measurement is only cached when one was taken
  • The costume's footstep is looked up again while the prefab is not there
  • The costume's gear was rolled but every item was skipped
  • The Whose list gives the Fuling its weapons back
  • A new Whose pick redraws your own costume and the picture at once
  • A wielded utility piece answers Show weapons - the shamans' staffs are no armor
  • The window's picture draws the gear - the stage layer is re-applied after VisEquipment spawns it
  • The help line gets seven lines of its own - the panel grows for the long helps
  • Drop the leftover JotunnModStub identity and align on Jotunn 2.30.2
  • Declare the Jotunn dependency so BepInEx loads it first
  • Write forward slashes in release ZIP entry paths

Removed

  • Remove Unity project
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