SpeedrunMod
A read-only speedrun HUD with automatic loadless timing, progression splits, final-time display, and Any% or 100% categories.
By evansvl
CHANGELOG
Changelog
0.2.10
- Fixed a native Unity startup crash on systems where BepInEx plugin initialization runs before the graphics device is ready.
- Deferred TextMeshPro speedrun HUD construction from plugin
Awaketo the first Unity player-loop update.
0.2.9
- Fixed a first-launch crash when
any-percent.jsonwas missing and the default route had to be generated. - Excluded runtime BepInEx settings from route JSON serialization so unbound config entries cannot be accessed.
- Malformed route files are now preserved as
.invalidand automatically replaced with the default route. - Added an early initialization log entry to make future startup failures immediately visible.
0.2.8
- Replaced the package icon with a real in-game speedrun HUD preview and a readable
SPEEDRUNtitle. - No timing, split, or gameplay behavior changed in this release.
0.2.7
- Moved the finish timestamp from the hidden final-ship input to the first visible frame of the ending fade-in.
- The final interaction and accepted completion remain logged as instrumentation but no longer stop the timer.
0.2.6
- Shortened the public plugin and package name to
Speedrun Mod. - Added automatic loadless and RTA timing.
- Added the native-font configurable speedrun HUD.
- Added Any% and 100% category selection.
- Added automatic five-island progression splits.
- Moved the first split to the boat-key reward instead of the first boss death.
- Corrected later island unlock indices for game 1.0.4.
- Fixed solo-host completion detection at the final ship.
- Added frozen final-time display during the ending sequence.
- Added JSON run records and read-only production audits.