TeamRose-JonathansTaskList icon

JonathansTaskList

A Burglin' Gnomes quality-of-life mod that lets players keep current mission objectives visible in a task list.

CHANGELOG

Changelog

0.1.47

  • Prefers reading the game's PlayerTaskElement rows directly when TAB objectives are visible.
  • Falls back to the broader text scanner only if no task rows are available.
  • This should reduce stale task names carrying into later days while keeping live counters intact.

0.1.46

  • Restores support for large legitimate progress counters, such as grass-cutting tasks with totals above 20.
  • Keeps the hidden/transparent UI text filtering from 0.1.45.

0.1.45

  • Tightens objective text capture to ignore hidden or fully transparent UI text objects.
  • Filters out implausibly large task counters so stale UI rows cannot receive bogus progress such as 0/150.

0.1.44

  • Replaces the saved task list on each fresh capture instead of merging partial rows with old objectives.
  • Requires a fresh visible objective capture after round/day resets before automatic state updates resume.
  • Ignores duplicate hotkey events that arrive nearly simultaneously from multiple Unity input paths.

0.1.43

  • Clears and hides the task list when leaving gameplay, including round extraction/end-of-round transitions.
  • Resets captured task state when a new gameplay scene starts so later days do not mix old and new objectives.
  • Ignores task-list toggles outside gameplay to avoid capturing stale lobby/home-base UI.
  • Updates the Thunderstore package icon.

0.1.42

  • Updates the Thunderstore listing description and README details text.
  • Simplifies the listed default controls and features.

0.1.41

  • Changes the Thunderstore package ID to JonathansTaskList so it passes upload validation.
  • Keeps the display name as Jonathan's Task List.

0.1.40

  • Moves the task list to the top-right of the screen by default.
  • Calculates the right-side placement from the current screen width so it works across resolutions.

0.1.39

  • Moves the saved default panel placement to X=100, Y=96, roughly one inch below the top of the screen.
  • Adds a placement migration so existing configs are moved to the updated default once.

0.1.38

  • Renders the completed-task DONE marker in red so it stands out more clearly.
  • Moves the default panel position to 100 pixels from the left and 100 pixels from the top.
  • Migrates the old default panel position to the new default without changing custom dragged positions.

0.1.37

  • Automatically refreshes progress counters and DONE status after the task list has been captured once.
  • Removes the need to reopen the game's TAB task list every time a task progresses or completes.

0.1.36

  • Prevents completed tasks from accumulating duplicate DONE markers after repeated refreshes.
  • Treats the mod's own DONE text as a completion marker when comparing and updating task rows.

0.1.35

  • Logs the cleaned task list used by the mod instead of the game's raw task-list text.
  • Prevents overall progress labels such as 0/3 Tasks from appearing in the capture-order log when real task rows are present.

0.1.34

  • Keeps the working direct game-state completion tracking from 0.1.33.
  • Stops logging standalone overall progress labels such as 1/3 Tasks as task-list captures.
  • Reduces repeated capture messages while TAB is held and the kept task list has not changed.

0.1.33

  • Reads task completion/progress directly from the game's PlayerTaskManager when available.
  • Uses game state to mark non-counter completed tasks with DONE, instead of relying only on visible task text.

0.1.32

  • Removes the verbose diagnostic logging from recent test builds.
  • Keeps the working completed-counter behavior that displays completed tasks with DONE.

0.1.31

  • Displays completed task rows with DONE instead of relying on the checkmark glyph, which may not render in the mod panel font.
  • Uses completed counters such as 2/2 to mark the task as done.

0.1.30

  • Adds non-text task-list UI diagnostics for image/graphic/checkmark objects under the game's Task List hierarchy.
  • Keeps 0.1.29 behavior while gathering evidence for the non-text completion checkmark.

0.1.29

  • Stops treating 1/3 Tasks style button/status text as a task counter.
  • Continues to support real task-row counters that end with bare 0/x, such as Kiss garden gnomes 0/3.

0.1.28

  • Adds detailed task-capture diagnostics with UI object type, path, and position whenever the captured task text changes.
  • Keeps 0.1.27 behavior while gathering the information needed to identify non-text completion/checkmark UI.

0.1.27

  • Prevents the Tasks header row from receiving loose 0/x Tasks counters.
  • Slightly widens same-row counter matching while keeping it strict enough to avoid cross-row counter drift.

0.1.26

  • Restores standalone 0/x counter pairing, but only when the counter is almost exactly on the same row as a task.
  • Leaves unmatched standalone counters in the raw capture log for troubleshooting without adding them to the visible mod list.

0.1.25

  • Recognizes Task Completed! with an exclamation mark as a completion signal.
  • Allows completion signals to match a nearby task row with a wider vertical tolerance.

0.1.24

  • Stops pairing standalone 0/x counter text by screen position, preventing unrelated counters from attaching to the wrong task.
  • Keeps inline task counters such as Kiss garden gnomes 0/5 and completed inline counters such as 2/2 working.

0.1.23

  • Converts completed counters such as 2/2 into a completed-task checkmark.
  • Replaces the visible list after a full five-task capture so stale or mispaired counters do not stick to old rows.
  • Logs raw capture order again whenever the game's readable task text changes.

0.1.22

  • Treats Task Completed as a completion signal and maps it back to the nearby task row.
  • Keeps the captured list to the five main objective rows so gameplay help/submenu text is not added to the mod list.

0.1.21

  • Preserves the game's completed-task checkmark in Jonathan's Task List.
  • Treats checked and unchecked versions of the same task as one row so completed tasks update instead of duplicating.

0.1.20

  • Captures standalone 0/x counter text even when that UI text object has no task/objective label of its own.
  • Keeps positional count matching, with a slightly wider same-row tolerance for the game's separate counter labels.

0.1.19

  • Stops standalone 0/x text from attaching to the previous captured line.
  • Only pairs standalone counts with task text when the count is on the same row and to the right of that task.

0.1.18

  • Filters generic header rows by base name, so Tasks (0/3) is removed just like Tasks.
  • Cleans any previously captured generic task/header row from the sticky task list during capture.

0.1.17

  • Pairs standalone 0/x text with the closest nearby task by screen position instead of relying only on text order.
  • Keeps task rows separate while still preserving repeated-task counts that are rendered as separate UI text.

0.1.16

  • Re-enabled 0/x counts only when they appear immediately after a task in the captured order.
  • Added one-time raw task capture logging to diagnose any remaining count mismatches.

0.1.15

  • Disabled standalone 0/x progress attachment because hidden/separate progress text could attach to the wrong visible task.
  • A clean capture without progress now replaces an older progress version of the same task, preventing stale counts from sticking.

0.1.14

  • Removed all cursor lock/visibility handling so the mod no longer touches mouse control.
  • Removed same-row text merging because some Unity UI layouts report multiple task rows with similar coordinates.
  • Loose progress rows now apply forward to the next task instead of backward to the previous task.
  • Panel width/height now calculate from wrapped text so longer task lists are not clipped.

0.1.13

  • Combines text objects that share the same UI row before parsing task progress.
  • Prevents a loose progress row from being applied backward when the actual task line already contains inline progress.
  • Fixes cases where 0/x could attach to the task above instead of the task on the same row.

0.1.12

  • Allows progress-only rows like 0/4 through the scanner when they are inside the objective/task UI.
  • Generalizes progress detection to any number/number count, not just small hard-coded values.

0.1.11

  • Sorts captured objective text by on-screen position so the task list follows the game's top-to-bottom order.
  • Handles inline progress like Open cabinet 0/2 as Open cabinet (0/2) before loose progress-row merging.
  • Reduces incorrect loose progress assignment caused by reversed Unity text-object order.

0.1.10

  • Merges duplicate task names when a later capture includes progress, e.g. Gather Scrags becomes Gather Scrags (0/3) instead of showing both.
  • Progress updates now replace older versions of the same task instead of adding duplicate rows.

0.1.9

  • F9 now toggles the task list instead of opening settings.
  • Removed the in-game settings window.
  • Removed the temporary JTL/List launcher buttons entirely.
  • Locked the task text font size at 14.
  • Improved progress-row pairing so multiple 0/x rows can attach to multiple nearby tasks.

0.1.8

  • Renamed the panel title from Objectives to Tasks.
  • Changed the primary task-list hotkey from F8 to BackQuote, with Insert still available as an alternate.
  • Migrates existing F8 config values to BackQuote.
  • Removed generic task / tasks rows from the captured list.
  • Merges standalone progress rows like 0/3 Tasks into the task above or below them.
  • Hides and clears the task list when the main menu/title scene is active.
  • Turns off the temporary JTL / List launcher buttons by default.

0.1.7

  • Added display/author metadata for local Thunderstore imports.
  • Objective captures now merge into the existing list instead of clearing it when TAB fades or only part of the UI is visible.
  • Relaxed objective text detection so objective-panel lines without specific verbs can still be kept.
  • Increased captured line limit from 12 to 24.

0.1.6

  • Added hold Left Alt to temporarily unlock and show the mouse cursor for clicking the mod UI.
  • Auto-capture while TAB is held now shows the task list automatically when objectives are found.
  • Made the on-screen launcher buttons a little larger.

0.1.5

  • Fixed a diagnostic key logging null reference that could stop the mod update loop.
  • Changed Unity Input System hotkey detection to use a manual pressed-state tracker.

0.1.4

  • Added alternate default hotkeys: Insert for task list toggle and Home for settings.
  • Added a tiny on-screen launcher button so the mod can be opened with the mouse.
  • Added temporary diagnostic logging for the next several keyboard presses Unity receives.

0.1.3

  • Added direct Unity Input System keyboard handling for Burglin' Gnomes.
  • Added a log line confirming when the mod sees the Input System keyboard.

0.1.2

  • Replaced BepInEx KeyboardShortcut config values with plain Unity KeyCode values to fix startup on the real Burglin' Gnomes BepInEx runtime.

0.1.1

  • Added Unity GUI key-event handling for F8/F9 in addition to BepInEx keyboard shortcuts.
  • Added clearer startup and hotkey diagnostic log messages.
  • Guarded legacy input checks so newer Unity input settings do not silently break the mod loop.

0.1.0

  • Initial project scaffold.
  • Added hotkey objective capture and toggle behavior.
  • Added draggable/scalable paper task list overlay.
  • Added in-game settings window.