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RustyHeathensTargetPortal
Public portal destinations with Rusty Heathens travel animation: rolling fog lit by nearby lightning, inward energy, sparks and a reverse outer ring.
CHANGELOG
2.1.9
- Replaced drifting mist patches with continuous rolling fog across the bottom and sides.
- Added blue-white fog illumination tied to nearby active lightning strikes.
- Kept the logo and travel title readable and retained existing portal artwork and motion.
- Reused one small fog texture and pixel buffer; limited updates to 30 per second during travel.
- Added fog movement, coverage, light locality, allocation and binding checks.
- Portal logic, networking and existing config are unchanged. Live game validation remains pending.
2.1.8
- Added four contracting layers of the original portal energy for a stronger inward pull.
- Sped up and brightened wisps and depth sparks; enlarged the added sparks.
- Increased mist drift speed, distance and opacity.
- Preserved original artwork, reverse ring rotation, lightning scheduler, portal logic and always-on animation.
- Cached the new 384x384 energy texture and four UI layers; no per-frame texture generation.
- Build/offline checks and rendered preview completed; live game verification pending. No config changes.
2.1.7
- Added inward-flowing blue wisps inside the vortex.
- Added side mist moving at three different depths/speeds.
- Added varied-speed drifting sparks moving toward the portal center.
- Retained opposite ring rotation, random lightning, original artwork and always-on travel animation.
- Cached setup textures and pooled layers; no per-frame texture generation.
- Separate atmospheric clock avoids a thirty-second reset. No config migration.
- Offline checks and rendered preview completed; live game verification pending.
Changelog
2.1.6
- Remove the repeating strike timetable, fixed rows and synchronized groups of six bolts.
- Generate a fresh random lightning sequence for every portal trip, with varied intervals, single strikes and small overlapping clusters.
- Randomize bolt position, angle, length, brightness, shape and occasional follow-up flicker. Either side can strike again; no forced alternation.
- Use six cached branching shapes and a pool of eight UI images; no per-frame texture generation.
- Preserve center/outer-ring rotation, artwork, portal color configuration, destination behavior and observer relay.
- Offline build, random-sequence checks and simulated preview completed. Live-game testing remains required.
2.1.5
- Show three branching bolts on each side during each strike, increasing from two main bolts to six.
- Increase paired strike groups from seven to twelve per 30-second cycle, keeping irregular spacing and the short follow-up flicker.
- Spread bolts across the side areas at different heights and intensities. Keep the 2.1.4 branching shapes and soft glow.
- Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
- No new configuration required. Update clients to see the animation.
- Offline checks and a simulated preview completed; live game testing remains required.
2.1.4
- Replace angular zigzag lightning with finer multi-scale channels, tapered forks, white cores and soft blue halos.
- Both sides strike together at uneven intervals with a short follow-up flicker; remove the alternating-side pattern.
- Use different bolt shapes on the left and right.
- Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
- No new configuration required. Update clients to see the animation.
- Offline checks and a simulated preview completed; live game testing remains required.
2.1.3
- Split the travel vortex into a center and feathered outer energy ring rotating in opposite directions.
- Add three cached branched lightning shapes with staggered strikes on both sides of the artwork.
- Preserve the fixed logo, title and pillars, always-on animation, normal teleport timing and blue loading-screen theme.
- Retain 2.1.2 configurable in-world portal colors and 2.1.1 server observer refresh.
- No new config required. Update clients to see the animation.
- Compiled and checked offline; rendered preview inspected. In-game and multiplayer validation remains required.
2.1.2
- Connect in-world portal particles, gradients, trails, glow materials and attached lights to the existing Visuals/RuneColor setting.
- Apply native rune fade colors once, avoiding a second tint for darker custom colors.
- Preserve the always-on blue travel screen, map artwork, destination selection, public-only portals and 2.1.1 server observer refresh.
- Keep the same plugin ID and config filename. Client restart required after editing the color.
- Built and checked offline against supplied Valheim 1.0.20 references. Live visual and multiplayer validation remains required.
2.1.1
- Adds a server-side observer refresh for large player-position jumps, targeting frozen bodies left at portal entrances.
- Queues existing player records through native networking; no ownership, inventory, player-position or save mutations.
- Preserves the always-on animation, rune color config and portal gameplay from 2.1.0.
- Offline build and checks passed; multiplayer verification required before public release.
2.1.0
- Always-on portal travel animation: rotating blue vortex, gentle glow pulse and moving sparks. No off switch.
- Adds Visuals/RuneColor (#RRGGBB), default #044DFF. Client restart required after changing.
- Keeps rune color separate from blue portal particles and the loading artwork.
- Preserves public-only behavior, destination selection, map marker and native teleport timing.
- Offline build and checks passed; new visuals require an in-game test before public release.
Changelog
2.0.1
- Recolor the stone portal rune markings to match the electric-blue effects.
- Neutralize the warm rune emission texture so it can display the intended blue.
- Preserve the surrounding stone texture and the existing portal activation fade.
2.0.0
- Add an electric-blue swirl map marker without a steel ring.
- Add the Rusty Heathens portal travel artwork with the native fade and teleport timing.
- Keep normal world-loading, sleeping and respawn screens unchanged.
- Retain public-only portals with no private-mode toggle or active privacy settings.
- Retain electric-blue portal effects and the Rusty Heathens package icon.
- Embed all runtime artwork in the single mod DLL.
0.1.2
- Add electric-blue portal rune, particle, trail and light tinting.
- Add the Rusty Heathens package icon.
0.1.1
- Lock portals to Public and remove private-mode controls.
0.1.0
- Initial Rusty Heathens Target Portal test build.