KillFeed
GTFO client kill cards, damage numbers, custom corpse-burst audio with coalescing, and customizable enemy names. BepInEx only.
CHANGELOG
Changelog
1.1.4
- Added an original embedded corpse-burst WAV (mono, 48 kHz, 16-bit, 420 ms); custom-audio load/play failure falls back to the game's local ENEMYEXPLODE event.
- Fixed corpse-sound coalescing at the cooldown boundary: a pending cue is retained and flushed on the main-thread tick instead of being dropped by a boundary request.
- Gameplay test on 2026-10-18 confirmed nine completed bursts on the custom-audio path and a coalesced burst with its pending cue.
1.1.3
- Gib activation now scans every allowed setup sharing the returned destruction ID, skips empty GibData arrays instead of stopping at the first match, and aggregates entries under the 24-call per-corpse cap; the matching setup count is logged.
- Every destroyed body region now also applies the game's own local
CD_CharacterDestruction.ApplyDestructionvisual on this client, so corpse damage no longer depends on the host; each region logsdestruction=localwith limb index, destruction ID, mesh result and allowed-setup count. - Kill cards now measure each visible text group and center its actual card width, rather than centering an invisible fixed-width region.
- Ragdoll lookup now retries until the configured corpse burst deadline; it no longer abandons late/partially initialized ragdolls after 0.35 seconds.
- Ragdoll rigidbodies receive outward radial launch vectors; captured gibs launch at 5.5–12 m/s along outward directions.
- Every corpse attempts 3–7 separated native burst FX and posts the local
ENEMYEXPLODEsound; fragment attempts are 2–6 destructible regions. - Added per-enemy schedule/skip reasons, size, ragdoll body count, limb/gib counts, actual FX count and sound-result logs.
- No enemy-ID allowlist was added; only local credited kills are eligible, with explicit active/hidden queue caps.
- Candidate gameplay visuals await author verification; the existing listing capture represents the published 1.1.2 baseline.
1.1.2
- Launch distance is now driven by two configurable metre values:
Corpse/MinLaunchDistance(default 3.8 m) andCorpse/MaxLaunchDistance(default 8.5 m), interpolated by the 0.65 s burst damage and then scaled 0.925-1.35x by body size and byCorpse/TravelScale. - Shortest launch raised to about 3.5 m (was about 2.0 m); farthest raised to about 11.5 m for a large enemy at full damage (was about 5.4 m).
- Launch speed raised from 3.4-7.2 m/s to 4.2-8.6 m/s, so corpses actually reach the configured budget instead of falling short of it.
- The old per-corpse ceiling is gone: it no longer overrides the distances you configure. Only a 40 m absolute safety bound remains.
- Configured values are clamped to sane ranges (minimum 0.5-20 m; maximum at least the minimum, up to 30 m).
- The listing now shows a real in-game capture from the author's session (weakspot kill card, weakspot damage number, corpse gore).
1.1.1
- Kill cards are fully see-through by default:
Layout/BackgroundOpacitydefaults to 0 (icon and text only, with their dark shadow for contrast). Raise it up to 0.9 for a tinted panel. - Restored the original first-release (1.0.0) normal and weakspot skull artwork, byte-for-byte, instead of the re-derived pair.
- Smaller cards: icon default 58 -> 46 px (clamp 26-76), reduced card height/width, title 15 -> 13 px and detail 13 -> 12 px, tighter card spacing.
- Cards sit lower on screen: the default vertical anchor moved from 0.69 to 0.78 of screen height, keeping them clear of the centre of view.
- Corpse feedback, damage numbers and enemy names are unchanged from 1.1.0.
1.1.0
- Compact two-line kill cards: enemy name replaces the health tier; no extra name row.
- Translucent kill-card panel that keeps gameplay visible:
Layout/BackgroundOpacitydefaults to 0.42 (0-0.9), accent rule dimmed, and both text lines carry a 1 px shadow for contrast. - Matched normal/weakspot icons derived from a single master silhouette.
- Armor, normal and weakspot floating damage numbers with decimals and short outlined pop/arc/fade motion.
- Bounded short-window damage-scaled corpse launch with a deliberately raised minimum distance (2.2-4.0 m before size scaling), native dismemberment, blood burst and cleanup.
- Corpse launch distance, giblet scale, fragment scatter and native burst count all scale proportionally with the enemy's measured body size (0.7-2.4x); the per-corpse launch ceiling scales with it too.
- Include Hikaria DamageAnalyzer name defaults and hot-reloaded custom name overrides for MOD rundowns.
- Keep cosmetic effects local, queues bounded and pooled renderers/rigidbodies restorable.
- Keep the plugin load log warning-free; the HUD error helper no longer exposes an Il2CppInterop-unsupported signature.
- Gameplay remains unverified; only an isolated headless load check was performed for this candidate, no gameplay session.
1.0.0
- Initial GTFO kill-card plugin.
- Separate normal and weakpoint lethal-hit icons using the game's limb type.
- Add enemy name, distance, max health, health tier, configurable layout, and preview key.
- Monster names display the exact GTFO
EnemyDataBlock.name; no aliases or custom translation. - Local-player only; no audio.