Flashlight Overhaul
Soft-edge flashlight using a three-layer light sandwich. All intensities, ranges and angles are configurable.
By Niedvin
CHANGELOG
v2.1.0
- Fixed [CRITICAL]: Sleepers now correctly wake up when illuminated by the helmet light (melee/tool wields).
- Fixed [CRITICAL]: Enemies stuck mid-wakeup animation no longer freeze forever.
- Fixed [CRITICAL]: Deploying a Sentry Gun no longer causes a mid-level freeze or wipes enemy-detection state.
- Fixed [CRITICAL]: Sleeping enemies can no longer be woken through closed security doors — the flashlight beam is now correctly blocked by door geometry.
- Fixed: Flashlight toggle now respects the keybinding set in GTFO's settings — any key, mouse button, or controller button assigned to the flashlight action will work, not just the default F key.
- Fixed: Flashlight buildup on enemies now decays when you look away or turn the light off.
- Fixed: The first ranged weapon after a swap could occasionally stay dark for a full session.
- Changed: MINIMAL preset has a proper smooth gradient again (Core → Mid → Fall) instead of a two-layer hard step.
- Changed: Haze and volumetric FogBeam are disabled by default. Re-enable in the config.
- Added: Headlight now wakes sleeping enemies with a conservative detection profile.
- Added: Cookie textures are pre-generated on level load to avoid a small hitch on the first flashlight toggle.
- Other minor fixes and tuning.
v2.0.0
- Fixed [CRITICAL]: Fixed a critical bug where sleepers completely ignored the custom flashlight beam and would not wake up, restoring correct player detection.
- Fixed [CRITICAL]: Fixed an annoying co-op glitch where another player's actions or weapon swaps would cause your own flashlight to flicker, glitch, or temporarily "drop" its state.
- Fixed [CRITICAL]: The mod now instantly detects your equipped weapon right at the start of a level, completely removing the need to cycle through your weapons on spawn to make the flashlight work.
- Added: Volumetric atmospheric fog inside the beam. Tuned per-rundown — shallow expeditions are nearly haze-free, deeper ones get more fog. Toggle/strength in the config.
- Added: In-beam dust particles now vary in tint (warm-light vs darker-gray).
- Added: Hard density cap on our fog so it can't stack on top of GTFO's level fog.
- Changed: Made
MINIMALthe default preset, providing a cleaner vanilla-like experience out of the box. - Changed: Renamed
DEFAULTpreset toCASUAL(the balanced baseline). - Changed: Renamed the old
CASUALpreset toVERY CASUAL(balanced baseline with small range and angle offsets). - Changed: Ranged Fall layer intensity 0.25 → 0.45 across all presets — the cone boundary no longer reads as a moving silhouette during reload / aim-sweep.
- Changed: Dust pool grown from 180 → 365 motes; per-mote alpha reduced ~25 %.
- Changed: Tier bands shifted one slot lower — what previously appeared at tier C now appears at tier E; new C is roughly the old A. Tier values are now individually exposed as config knobs.
- Fixed: Dust particles now fade in smoothly when respawning so motes no longer "pop in" while running.
- Fixed: Pickable flashlight visual occasionally being stamped with the previous ranged weapon's preset for one frame after the F-toggle.
- Other minor tweaks and fixes.
1.2.0
- Added: New preset
MINIMALfor a vanilla-like experience - Added: Dust particle system (can be turned off in the config)
- Changed: Helmet light logic — now works like a regular flashlight with unique properties
- Changed: Helmet synth falloff cone is now significantly stronger (×2.5 intensity)
- Changed: Rewrote configuration comments to be more user-friendly
- Fixed: Various beam sync, swap-gap, and preset-resolution issues
1.1.0
- Added: Weapon bone attachment for dynamic flashlight tracking
1.0
- Initial release