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Releases: Elocrypt/HudClock

HUD Clock v4.4.1 Release

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@Elocrypt Elocrypt released this 03 Jul 10:43

Release: [4.4.1-tag]

Added

  • New optional "Rainfall in this Area" HUD line mirroring the vanilla Environment dialog (biome baseline rainfall). Reuses the game's own freq-* descriptors, so it localizes automatically.
  • Scrollable settings dialog — long settings lists no longer run off-screen at small resolutions or large GUI scales.

Changed

  • Main HUD lines reordered and relabeled to match the vanilla Environment panel: Date:, Outside Temperature:, Rainfall in this Area:, Current Rift activity:. The existing rainfall line is now labeled Current Rainfall.
  • Locale note: English strings shipped; the new label keys still need a translator pass across the 12 non-English locales.

HUD Clock v4.4.0 Release

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@Elocrypt Elocrypt released this 08 Jun 22:07

Added

  • Moon phase line. Optional new HUD line showing the current lunar phase
    (New Moon, Waxing Crescent, First Quarter, Waxing Gibbous, Full Moon, Waning
    Gibbous, Third Quarter, Waning Crescent), read directly from VS's
    IGameCalendar.MoonPhase. Off by default; toggle in the Time & Date section.
    Useful for tracking events tied to specific phases — especially when overcast
    weather or dense biomes hide the sky. English shipped; other locales (es-es,
    es-419, de, ko, fr, it, ja, pl, pt-br, pt-pt, ru, uk) need translator updates
    for moon-phase-prefix, the eight moon-phase-* phase names, and
    settings-show-moon-phase.

HUD Clock v4.3.3 Release

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@Elocrypt Elocrypt released this 08 Jun 12:14

Added

  • Hemisphere-aware seasons toggle (Appearance section in settings, default on).
    Restores the vanilla-accurate position-based season for players in the southern
    hemisphere (Fall in May, Spring in November, etc.), which had regressed in 4.3.2.
    Turn it off to fall back to the calendar-month derivation (Mar–May = Spring, etc.),
    which is unaffected by world-generation mods that override VS's latitude delegates —
    recommended for players using Realistic Biome Generation if the wrong season shows
    on a fresh world.

Fixed

  • Regression from 4.3.2 where the season always followed the calendar month and ignored
    the player's hemisphere, so vanilla southern-hemisphere players saw the wrong season.
    The hemisphere-aware default is restored; the month-based behavior is now opt-out via
    the new toggle.

HUD Clock v4.3.2 Release

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@Elocrypt Elocrypt released this 05 Jun 00:27

Fixed

  • Season icon and label now derive from the calendar month rather than VS's
    position-based IGameCalendar.GetSeason API. The API routes through
    OnGetHemisphere / OnGetLatitude delegates that world-generation mods can
    override. Realistic Biome Generation patches GenMaps.getLatitude and
    overrides polarEquatorDistance in a way that causes GetSeason to return
    the wrong hemisphere for the player's position — players on a new world with
    default settings saw "Fall" in May. Deriving from the month (Mar–May = Spring,
    Jun–Aug = Summer, Sep–Nov = Fall, Dec–Feb = Winter) is authoritative, mod-safe,
    and consistent with the in-game date line in all cases. Vanilla behaviour is
    unchanged.

HUD Clock v4.3.1 Release

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@Elocrypt Elocrypt released this 10 May 08:18

Fixed

  • HudShelf outline placement. The GetBounds callbacks registered with
    HudShelf now return the visible panel dimensions rather than the full dialog
    footprint. Both HUDs are built with WithFixedPadding(10), so the previous
    OuterWidth/Height values included 20 px of padding on each axis, pushing
    the edit-mode outline noticeably outside the panel edge. The callbacks now
    subtract Padding × 2 × guiScale from each dimension, placing the outline
    at the panel boundary.

HUD Clock v4.3.0 Release

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@Elocrypt Elocrypt released this 03 May 12:09

Added

  • HudShelf integration. When HudShelf is installed, both the main HUD and the storm HUD become drag-to-position via HudShelf's edit mode. The user presses the HudShelf hotkey to enter edit mode, drags either HUD to any of nine snap zones (corners, edge midpoints, or center), and releases. The new position persists across game sessions via HudShelf's persistence file. When HudShelf is not installed, HUD Clock behaves exactly as before — the existing anchor setting and stacking logic are unchanged.
  • Soft-depend bridge files at Infrastructure/Integration/ implement the HudShelf bridge pattern. No HudShelf types appear in field declarations; the JIT never compiles the bridge's inner methods when HudShelf is absent, so there is zero load-time or runtime cost without HudShelf.
  • MainHudView.RepositionFromShelf and StormHudView.RepositionFromShelf — mutate composed bounds in place (same technique as VS's title-bar drag) to override the HUD position without a full recompose.
  • MainHudController.HudDialog and StormHudController.HudDialog — internal properties exposing the underlying GuiDialog for HudShelf registration.

Changed

  • After every Rebuild (settings change, icon change, stacking recalc), controllers now call ReapplyShelfPosition() so the HudShelf-managed position is never overwritten by the native anchor logic. The intermediate native-anchor state is never rendered.

HUD Clock v4.2.3 Release

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@Elocrypt Elocrypt released this 01 May 04:48

Added

  • Compatibility with Immersive Body Temperature by Cer0 and any other temperature mod following the new vendor-neutral integration contract documented in docs/integration.md. When such a mod is detected, HUD Clock extends the body-temperature line into the warm half of the range — warm above normal, HOT at or above the heatstroke-damage threshold (normal + 4, mirroring the existing freezing threshold). Vanilla behaviour is unchanged; the warm-half display is gated on the mod's signal so vanilla players don't suddenly see a permanent "warm (+4.0 °C)" line from the spawn-default body temperature.
  • Apparent temperature line. New optional HUD line showing the "feels like" temperature published by an immersive-temperature mod (environment + wind + wetness + humidity + sun). Off by default; silently hidden when no compatible mod is providing the value, so turning the setting on without the mod has no effect. Format: Apparent: 32.5 °C (Hot) — numeric value in the player's chosen unit (Celsius or Fahrenheit) with the categorical "feels like" label in parentheses when available. Toggle in the Player stats section of the settings dialog.
  • Integration contract document at docs/integration.md. Defines the small set of well-known watched-attribute keys HUD Clock reads: bodyTemp.bodytemp (vanilla, extended), bodyTemp.apparentTemp (string enum, signals immersive system active), and bodyTemp.apparentTempC (float, °C, optional numeric apparent temperature). The contract is vendor-neutral — any temperature mod that writes these keys gets the integration without a code change on HUD Clock's side.
  • New lang keys body-temperature-state-warm / body-temperature-state-hot, apparent-temperature-prefix, apparent-temperature-prefix-uncategorized, and apparent-temperature-state-{comfy,cold,freezing,warm,hot}. English shipped; other locales (es-es, es-419, de, ko, fr, it, ja, pl, pt-br, pt-pt, ru, uk) need translator updates.

Fixed

  • Body-temperature line no longer flickers as "warm (+0.2 °C)" when an immersive-temperature mod is active and the player is comfortable. The mod continuously recomputes body temp from environment and clothing inputs, producing small drift around the resting value; the HUD now applies a 0.5 °C deadband on the warm side before showing the line. Cold side is unchanged — vanilla rests body temp at normal + 4 so any drop below 37 °C remains a meaningful warning.

HUD Clock v4.2.1 Release

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@Elocrypt Elocrypt released this 26 Apr 02:26

Fixed

  • HUD layout now dynamically adjusts the season icon size based on the selected theme. The layout builder correctly allocates 200px for the Modern theme and 100px for the Classic theme, resolving an issue where the Classic theme was forced into a hardcoded 200px bound.

HUD Clock v4.2.0 Release

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@Elocrypt Elocrypt released this 26 Apr 00:54

Added

  • Body temperature comfort indicator. Optional new HUD line that warns when the player is getting cold. Hidden under comfortable conditions. Shows cool with the deviation from normal when below 37 °C raw, and FREEZING when at or below 33 °C raw — the same threshold the survival mod uses to start freezing damage. Displays the deviation in the player's chosen unit (°C or °F via the existing Weather toggle). The HUD deliberately does not show an absolute body temperature: the raw watched-attribute value differs from the character GUI's "Body Temperature" display by design (the GUI assembles its number client-side from clothing, wetness, and climate inputs that aren't a single attribute), and a comfort indicator is more actionable than a number that disagrees with vanilla.
  • Intoxication line. Optional new HUD line showing the player's current intoxication as a percentage. Hidden while sober so the line doesn't sit at "0%" most of a playthrough.
  • Rainfall line. Optional new HUD line showing current rainfall using the same labels as the vanilla Environment dialog (Rare, Light, Moderate, High, Very high). Off by default; toggle in the Weather section.
  • New Player stats section in the settings dialog containing the body-temp and intoxication toggles. Both default off — they're survival-mode features that opt in.
  • Spanish localization (es-es and es-419).

Changed

  • Internal TemperatureString formatter now takes the value as a parameter so world temp and body temp can share the unit-conversion path.

Fixed

  • Intoxication line no longer requires the settings dialog to be opened and closed before showing or hiding when intoxication crosses zero. The HUD now detects when the set of visible lines changes between ticks and triggers a rebuild automatically.

HUD Clock v4.1.0 Release

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@Elocrypt Elocrypt released this 24 Apr 21:55

Added

  • Icon theme selector. A new Appearance section in the settings dialog lets you choose between the refreshed 4.x art (Modern, default) and the original 3.x art (Classic). Switching themes updates the HUD immediately and affects the season background, the storm dialog icon, and the room-indicator icons together.

Changed

  • Asset layout reorganized from flat textures/hud/*.png and textures/room/*.png into theme subfolders (modern/ and classic/). Users don't see this; mod authors referencing these paths directly will need to update.