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| Date uploaded | 2 weeks ago |
| Version | 0.6.3 |
| Download link | Wire-WiresSmoothUI-0.6.3.zip |
| Downloads | 14 |
| Dependency string | Wire-WiresSmoothUI-0.6.3 |
README
Wire's Smooth UI
Valheim UX but smooth and awesome.
Features:
- Completely overhauled/Completely new inventory, menu and interaction UI animations (see gif on Hexium or Nexus for example)
- Immersive/Dynamic HUD, whatever you'd wanna call it
- Activator key can be held or toggled with keyboard or controller to show the full HUD.
- Controller hotbar navigation reveals the bar while changing selection, with a one-second hold after the last step.
- Smooth inventory, drag, button, tooltip, build-menu and map-pin animations.
Default activator key:
- Keyboard: Backquote / tilde key (left of 1).
- Controller: Select/Create, separately configurable.
Explicitly compatible with:
- Azu Extended Player Inventory
- My Little UI.
Disclaimer: the code is AI-assisted since I barely know C#. Not fully AI nor human. Donations: https://ko-fi.com/krosshair
CHANGELOG
Changelog
0.6.8
- Fixed the build menu's category list and tab labels growing a little every time you switched build tabs.
0.6.7
- Fixed the bow reticle not showing for a draw buffered during the previous shot's recovery.
0.6.6
- Equipping and unequipping fill animations now ease in and out.
- Fixed the bow reticle sometimes not coming back when drawing a new arrow right after a shot.
- CDEV.EquipmentSlots quick slots now fade with the hotbar under Dynamic hotbar.
0.6.5
- Picking a recipe no longer slides the whole station level box in: only its number pops, and only when it's a different number.
- Smooth scrolling scrolls like a browser now: each wheel notch eases the list along on a smooth curve instead of stepping, and fast scrolling flows on without stopping between notches.
- New settings under Scrolling: Smooth scrolling (on) and Smoothness (how long a scroll takes to ease into place). Before, smooth scrolling could only be turned off with all animations.
0.6.4
- Hide empty material slots works at the Forge of Goodtential too: a slot only counts as empty when nothing at all shows in it, so its idol and trophy slots and swap buttons stay as they are.
0.6.3
- Skills, trophies and achievements pop in again when they open, scale only and on their own canvas like the build menu, so their long lists don't lag it.
- The skill rows you can see fade and rise in again when the skills open.
- Every recipe row you can see slides in when the crafting list opens, not just the first 14: the lower ones were already there.
- The crafting panel only animates what changes: picking another recipe slides in only the details that differ from the last one, and finishing an upgrade slides in what it changed. Crafting no longer pops the requirement icons.
- New setting, on by default: Hide empty material slots. The crafting panel only shows as many material slots as the recipe uses, and hides the station level box when no level is needed or nothing is selected.
0.6.2
- Opening the build menu no longer lags with many pieces unlocked: it gets a canvas of its own and only scales in (no fade), so the rest of the HUD isn't redrawn with it. The selected piece panel fades in on its own canvas too.
- Skills, trophies and achievements no longer animate when they open: animating their long lists cost too much.
0.6.1
- The build menu pops in like the other menus when you open it with the hammer.
- The selected piece panel at the bottom fades in when you take out the hammer.
0.6.0
- Equipping something fills its slot from the bottom up as it equips, and unequipping drains it. Works in the inventory and on the hotbar.
- Menus fade and scale in when they open: texts, the split, variant and sign dialogs, the big map and pin name box, the craft progress bar, the pause menu, and settings and its tabs.
- Skills, trophies and achievements fade in with their rows rising in one after another.
- Crafting panel: the recipe list slides in when it opens or you switch tabs (including tabs other mods add, like Recycler's), and the tab label pops. Picking a recipe pops its icon, fades the selection onto the new row and slides its details, style button, required station level and requirements in from the right. The station level star pops when the level changes. The requirement icons pop when a craft finishes.
- The armor number pops when you put armor on or take it off.
- A dropped item glides into its slot from where you let go of it.
- Smooth scrolling works in the main menu too, and gamepad or keyboard navigation glides lists to the selected entry instead of jumping.
- Slots only push in when a click actually picks up or places an item, so favoriting with Stackify (or clicking an empty slot) doesn't press them.
- If a game update breaks one of Smooth UI's patches, the rest still load.
- Animations no longer cost anything while nothing is animating.
0.5.5
- Sorting your inventory now slides items to their new slots like containers do. Items that get moved again mid-slide keep gliding from where they are instead of jumping.
- Item animations do less work each frame.
0.5.4
- Fixed a visual issue with the health bar when fading
0.5.2
- Reworked config, completely
- Hotbar shows up when scrolling the hotbar on a gamepad
- Activator key toggle option
0.5.0
- Fixed the hotbar background flashing when the bar appears.
- The hotbar doesnt perma stay when you have something equipped.
- Combat-driven HUD visibility now depends only on enemies targeting or sensing the player.
- Lowered the threshold for health bar appearing to 95% instead of anything under 100%
- Food bar now appears briefly when a food first becomes replaceable instead of remaining visible for the whole replaceable period.
- Food bar appears during Valheim's final flashing food timer.
- Crosshair no longer becomes yellow on interactable hover
- Reworked config.
0.4.2
- FullHud map reveal no longer forces stamina, eitr, or adrenaline to appear; their normal independent visibility and fades are unchanged.
- Updated configuration descriptions. The other FullHud elements, MapOnly mode, map motion, hotkeys, and all unrelated behavior are unchanged.
0.4.1
- Added HUD Visibility -> Minimap reveal scope with FullHud (default) or MapOnly.
- Holding the existing minimap reveal keyboard/controller hotkey in FullHud mode also calls in health, food, Forsaken power, the vanilla hotbar and Azu quickslots, stamina/eitr/adrenaline, and My Little UI weight/slots.
- All added elements use their existing smooth 0.5-second fade, including normal visibility rules when the key is released. The minimap and its information keep the existing slide/quick effect timing.
- MapOnly restores the exact previous minimap/status/MLUI weather call-in behavior without revealing the other HUD panels.
- No changes to unrelated animations, hotkeys, or icon.
0.4.0
- Small minimap now stays visible for the entire time the player is actively controlling a ship.
- Ship HUD wind/direction now fades both in and out instead of snapping away when ship control ends.
- The fade-out keeps the ship HUD alive only until its CanvasGroup reaches zero, then disables it normally.
0.3.3
- Added smooth mouse-wheel scrolling for Valheim ScrollRect lists and panels.
- Rapid wheel input accumulates against the intended destination so scrolling stays responsive instead of feeling floaty.
0.3.2
Main update from public 0.3.12:
- Added a dynamic minimap call-in instead of leaving the small minimap permanently visible.
- Hold Backquote / tilde (or the configurable controller button) to call the minimap in from the right.
- Call-in is a 0.2 second sequence: the whole minimap slides in over 0.1 seconds with sine-out easing, then the exterior My Little UI day/time/weather/wind blocks and full status-effect panel fade in over 0.1 seconds.
- Releasing the call-in reverses the sequence: exterior text/effects fade out over 0.1 seconds, then the whole minimap retreats right over 0.1 seconds with sine-in easing.
- Everything inside the minimap moves together with no alpha fade, including the map, pins, markers, biome text and in-map wind direction.
- The map can be called in while mining, attacking or otherwise in combat; combat no longer suppresses the map or automatically forces the effect panel visible.
- New temporary status effects reveal themselves briefly, and expiring effects return for their final 5 seconds. These independent effect reveals keep the normal 0.5 second fade.
- Added a 0.5 second appearance fade to Valheim's ship wind indicator.
- HUD call-in/retreat is silent; no extra UI sound is played.
0.3.12
- Crosshair now only appears when using the Hammer or a ranged/projectile weapon instead of every held weapon/tool by default.
- The previous behavior can be restored with Crosshair & Reticles -> Held item crosshair -> Everything.