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MonsterCompass
Screen-edge direction hints intensify as active monsters approach. Configurable color, range and opacity. Client-side, F7 toggle.
By Waxumly
CHANGELOG
Changelog
1.1.1
- Update Thunderstore metadata and documentation to match the proximity-based behavior.
- Make F7 the only toggle key in the published configuration.
- Clarify that active monster hints remain visible and intensify with proximity.
- Mark
ContinuousTrackingandDurationas legacy compatibility settings.
1.0.2
- Reconcile the game's spawned-enemy registry every 0.25 seconds to recover missed spawn events.
- Re-enabling hints now discovers existing monsters, including monsters spawned while disabled.
- Deduplicate RPC and registry observations; expired hints stay expired until a new spawn or re-enable.
- Show ON/OFF feedback for F7 and include the current state in the F7 display test.
- Add game-runtime tests covering the disabled-spawn/re-enable path, actual spawn/despawn RPC methods and directional draw generation.
1.0.1
- Preserve the plugin object across the game's initial scene teardown; the previous version could load then disappear before gameplay.
- Observe accepted EnemyParent.SpawnRPC state transitions, avoiding a potentially inlined short method.
- Preserve hint time during loading, menus and spectating.
- Add F7 five-second overlay preview and spawn/render status logging.
- Allow bearing calculations from manually rendered cameras.
1.0.0
- Add local screen-edge cues for monster spawn events.
- Add horizontal bearing, soft pulse and timed fade.
- Add F7 toggle, color/size/range settings and optional continuous tracking.
- Clean up inactive targets and scene transitions; hide during menus and spectating.