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v1.1.1

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@github-actions github-actions released this 04 Jun 11:22

Features

  • ComboLineReversed: new toggle to swap the vertical order of the combo number and combo title label; animation anchor adapts to both orientations (3 Tr keys: EN/KO/CN)
  • ShowAutoInXPerfect: when XPerfect mode is active, optionally show the auto-tile perfect count in orange (#FF8000) after the −Perfect value

Refactors

  • Jongyeol State/Death/PurePerfect via IOverlayTextManager: moved all three Jongyeol-mode helper methods (UpdateDeath, UpdateState, CheckPurePerfect, GetTooJudgement) out of JongyeolModule and into IOverlayTextManager; both OverlayTextManagerNormal and OverlayTextManagerCoop now implement them, enabling full coop-aware Jongyeol display
  • Coop Jongyeol Death/State: OverlayTextManagerCoop now renders per-player death counts and state labels in each player's color, with IsPurePerfect checked independently per player
  • _mono field cache: OverlayMono component reference stored as _mono field at construction; replaces repeated GetComponent<OverlayMono>() calls in UpdateCombo, Show(), and Hide()
  • Static StringBuilder pools: _judgementSb, _attemptSb, _bpmSb, _comboSb, _timingSb declared as static fields; eliminates per-frame heap allocations across BuildJudgementString, UpdateAttempts, BuildBpmText, UpdateCombo, and UpdateTimingScale
  • UpdateTimingScale early-exit: value cached in _lastTimingScale; text rebuild skipped when scale changes less than 0.001%
  • OutExpoChange lookup table: combo animation easing replaced with a 31-entry pre-built float array (_expTable), removing Math.Pow calls per animation frame
  • OverlayMono.Update guard: added !Overlay.GameObject.activeSelf check to skip update loop when overlay is hidden

Full Changelog: v1.1.0...v1.1.1