Cursor-BetterReviveExperience icon

BetterReviveExperience

Host-only inventory protection with configurable extraction, truck, cart, shop, and held-head revives.

CHANGELOG

Changelog

0.2.11

  • Re-upload the refreshed Thunderstore icon as a new immutable package version.

0.2.10

  • Replace the Thunderstore icon with the new BetterReviveExperience branding.

0.2.9

  • Simplify the held-head revive key list to H, R, Y, and F.

0.2.8

  • Replace free-text held-head hotkey input with a fixed REPOConfig key list.
  • Replace the cost range with fixed 1,000-currency increments from 0 to 100,000.
  • Enable detailed debug logging by default for this development build.

0.2.7

  • Add configurable Revive.HeldHeadReviveKey; the default remains H.
  • Use the game's public run-currency wrappers for revive charges and refunds.
  • Validate the currency wrappers during startup API compatibility checks.

0.2.6

  • Add a REPOConfig Debug.DebugLogging toggle for detailed runtime diagnostics.
  • Keep routine revive and error messages visible while hiding high-frequency probes by default.
  • Document inventory-retention boundaries, tested dependency versions, GameTools interaction, and useful issue-report logs.
  • Add independently configurable held-head H-key, cart, and shop revive triggers.
  • Enable cart, shop, and host H-key revives by default.
  • Apply the configured team cost and revive health to every BRE revive trigger.
  • Use the immediate native death-head revive path without safety-spawn relocation or position confirmation.
  • Detect and warn about overlapping revive mods that can issue duplicate revive RPCs.
  • Require both Photon MasterClient authority and the game's host/single-player authority before every BRE state-changing path.

0.2.5

  • Require the death head to remain continuously in a valid revive area for one second.
  • Stop forcing room-volume recalculation every frame and use the game's cached area state.
  • Move revived players to extraction/truck safety spawns through the native PlayerAvatar.Spawn RPC.
  • Verify the resulting position and retry the safe spawn up to five times.
  • Apply the configured revive health exactly in both single-player and multiplayer.
  • Add soft GameTools compatibility ordering and a warning for overlapping automatic revive options.

0.2.4

  • Wait for the death-head trigger setup to finish before issuing a revive.
  • Use the game's native PlayerDeathHead.Revive() path for extraction-point revives.
  • Keep the native truck revive path for truck-area revives.

0.2.3

  • Keep Harmony patches installed when the loader disposes the plugin component after startup.
  • Fix all runtime callbacks being removed immediately after successful patch registration.

0.2.2

  • Replace automatic patch discovery with explicit Harmony registrations for every game method.
  • Add one-time live-game probes for PlayerAvatar.Update and PlayerDeathHead.Update.
  • Distinguish a patch registered at startup from a patch actually invoked during a session.

0.2.1

  • Refresh the death head's room-volume check immediately before evaluating truck and extraction revive triggers.
  • Add explicit diagnostics for death RPCs and death-head creation, so a failed revive can be located at the exact game event.

0.2.0

  • Rebuilt revive handling around the game's native PlayerDeathHead.Update flow.
  • Rebuilt inventory retention around the host-targeted RPC_CompleteUnequip flow.
  • Removed the polling scanner, plugin coroutine, and custom runtime driver.
  • Added exact host health synchronization after the vanilla revive RPC completes.
  • Preserved the three revive modes, shared cost, timeout refund, and REPOConfig settings.
  • Added a startup list of every Harmony target for compatibility diagnostics.

0.1.2

  • Changed death-head discovery to use the authoritative player list and each player's bound death head.
  • Added explicit room-volume checks for extraction and truck detection.
  • Added staged diagnostics for host state, death RPCs, death heads, inventory unequip, area detection, and revive RPCs.
  • Drive the revive controller from a dedicated persistent Unity runtime object and wait for GameManager initialization before scanning.

0.1.1

  • Reworked inventory retention to run entirely on the host.
  • Clients no longer need BetterReviveExperience installed.
  • Added disabled, activated machine, and combined extraction/truck revive modes.
  • Added shared currency cost and configurable revive health.
  • Set the default revive cost to 0 with a configurable 0–100,000 range.
  • Added per-player death tracking and host-side item state correction.
  • Added revive timeout refunds and scene transition cleanup.
  • Added game API compatibility validation logs.
  • Added in-game configuration through REPOConfig.
  • Fixed Harmony patches not being discovered when the parameterless PatchAll call resolved the wrong assembly.
  • Added host-side death-head scanning and direct deadSet fallback so revive and inventory protection do not depend on a death event patch firing.