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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 MINIMAL the default preset, providing a cleaner vanilla-like experience out of the box.
  • Changed: Renamed DEFAULT preset to CASUAL (the balanced baseline).
  • Changed: Renamed the old CASUAL preset to VERY 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 MINIMAL for 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