gugger-ExitLineFromEnteredDoor icon

ExitLineFromEnteredDoor

Scan to drop a trail of tiny pixels leading to the facility door you entered through. Green for the main entrance, red for a fire exit, denser the closer you get. Client-side.

By gugger

CHANGELOG

Changelog

1.0.1

  • Re-release of 1.0.0 with no gameplay changes.

1.0.0

First public release, as ExitLineFromEnteredDoor.

Scan inside a facility to drop a trail of tiny pixels running from where you stood to the door you entered through — green when that's the main entrance, red when it's a fire exit. The dots hug the floor, sit denser the closer they get to the door, flow toward the exit for a moment after each scan, then settle and fade. Entirely client-side — only BepInEx is required.

Earlier version numbers below were development builds under the working name "RadarExitLine" and were never published.

0.3.0

  • The trail is now a snapshot: scanning drops it from where you stood to the door, and it stays put instead of following you. Each new scan re-anchors it. (The always-on mode, OnlyShowAfterScan=false, still follows you.)
  • Dots are now crisp screen-facing pixel squares instead of spheres.
  • Default visibility window shortened to 5 seconds (was 8).
  • Fixed: failed path computes (scanning while off the navmesh or standing on the door) now retry on a cooldown instead of every frame.

0.2.0

  • Visual redesign based on playtesting: the line is now a trail of tiny green dots hugging the floor instead of a thick floating line.
  • Dots are dense next to the exit door and spread out with distance, so the density gradient itself points the way out.
  • The trail is hidden by default and revealed by scanning (right click); it fades out after 8 seconds. OnlyShowAfterScan=false restores the always-on behavior.
  • Dots are static while idle; right after a scan they flow toward the exit and slow back down to a standstill.
  • New config: DotSize, DotColor (hex), DotSpacingNear/Far/FarDistance, FlowSpeed. Removed: WorldLineWidth, IdleScrollSpeed, PulseSpeedMultiplier. LineHeight default is now 0.1 (was 1.25). Delete the old cfg to pick up new defaults.

0.1.0

  • Initial release.
  • In-facility green dotted exit line cloned from the ship radar's own line, following the same navmesh pathing.
  • Breathing animation plus a scan-triggered pulse that flows from you toward the exit.
  • Door modes: entered door (default, falls back to closest), closest door, all doors.
  • Mineshaft: routes to the elevator while you're below, like the vanilla radar line.
  • Optional gating: require a player in the ship, require the ship camera targeting you.
  • Optional only-show-after-scan mode.
  • Fully client-side; only BepInEx required.