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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=falserestores 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.