CapsulePath
Draws a glowing route back to the capsule along the real walkable path (stairs and all). Client-side, vanilla-compatible, hidden from camera footage. Keys rebindable in Settings -> MODS.
CHANGELOG
Changelog
0.3.0
- On-screen status marker: pressing the keys now shows a short message on the left of the screen (route length, "press K to calculate", a hint when the path is hidden, etc.), so you always get feedback — toggle "Show on-screen status" in Settings -> MODS
- The route now targets the actual diving bell object instead of an approximate anchor, so it leads to the capsule instead of stopping a few metres short
0.2.1
- Path now follows stairs and slopes instead of cutting under them: corner-to-corner chords are densified every 0.75 m and re-projected onto the NavMesh before smoothing
0.2.0
- Vanilla-compatible: the mod no longer affects random/public matchmaking
(
ContentWarning.VanillaCompatibleassembly metadata) - Path is hidden from in-game camera footage and the camcorder viewfinder
(toggleable:
Hide path in camera footagein Settings -> MODS, on by default) - No more knots/loops in the path line: switched smoothing to centripetal Catmull-Rom and collapsed near-coincident NavMesh corners
- Keys are now rebindable in Settings -> MODS (
Recalculate path key,Toggle path key) - Fixed capsule anchor being re-recorded mid-dive when bot count dipped to zero
- Hotkeys no longer fire while menus are open (including during key rebinding)
- Path line now renders semi-transparent as intended (Sprites/Default shader)
- No more stale arrows frozen in the air on very short paths
- Partial NavMesh paths are logged as a warning
0.1.0
- Initial Thunderstore release
- Path rendering from current player position to capsule
- Manual controls (
Krecalc,Otoggle) - Visual tuning update (thinner path, scaled markers)