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AutoDoors
Doors and gates open automatically as you approach and close again as you leave. Locked doors are left alone.
CHANGELOG
Changelog
1.0.15
- Fixed a packaging bug:
upload_to_thunderstore.pyzipped the DLL frombin/Debug/instead ofbin/Release/, so 1.0.14's actual fix (the door-range change below) never actually shipped despite the correct manifest/changelog. No functional code changes beyond what 1.0.14 already described - this is that fix, finally packaged correctly, republished as 1.0.15 since Thunderstore doesn't allow overwriting an existing version.
1.0.14
- Fixed doors sometimes staying closed for a moment after you're already standing right at them, especially wide/double doors - range was measured against the door's pivot point (often off to one edge, not the center), now measured against the door's actual collider surface instead.
1.0.13
- Fixed double wood gates (and any wide double-door pair) sometimes only opening one half, requiring walking back and forth to trigger both - pairing used to compare the pieces' center points against a fixed distance, which failed for gates wider than a standard door. Now measures the actual gap between the pieces instead, so pairing works correctly regardless of piece size.
1.0.12
RequireFacingDoorandPairDoubleDoorsare now enabled by default (previously opt-in) - most people want both, and this avoids every door in a hallway popping open plus makes double doors behave correctly out of the box. Set them back tofalsein the config if you prefer the old behavior.
1.0.11
- Added RequireFacingDoor + FacingAngleThreshold: doors only auto-open while you're roughly facing them (camera/crosshair direction), so walking down a hallway no longer pops open every door in it.
- Added MuteAutoDoorSound: suppresses the open/close sound and particle effect when the mod triggers a door - doors opened/closed by hand still sound normal.
- Added PairDoubleDoors + MaxPairDistance: two door pieces snapped together as a double door are now detected automatically and treated as one unit - either half wanting to open opens both, and both only close once neither half is in range/facing anymore (including a fix for the farther half previously closing noticeably earlier than the nearer one).
1.0.10
- Added a screenshot to the README.
1.0.9
- Added proper Thunderstore categories (Building, Utility) - no functional changes.
1.0.8
- Fixed manually closing a door while still in range immediately being reopened by the mod.
- Added CloseDelaySeconds (default 0.5s) so doors don't snap shut the instant you step out of range - set to 0 for the original instant-close behavior.
1.0.4
- Fixed the README's screenshot not actually being included in the uploaded package.
1.0.3
- Fixed doors sometimes getting stuck permanently open (especially with multiple doors close together, or walking past repeatedly) - the mod now keeps retrying the close instead of giving up after one attempt.
1.0.2
- Added a Discord link for bug reports/suggestions.
1.0.1
- Added an in-game screenshot to the README and a custom icon.
1.0.0
- Initial release: doors and gates open automatically as you approach and close again as you leave, split out of Zenox as a standalone mod.