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v2.4.2

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@Gordin Gordin released this 26 Jun 00:25
· 78 commits to main since this release

2.4.2 - 2026-06-26

Added

  • Radar: Expedition explosive/remnant post icons.

  • Mouse-over entity in game state. The entity currently under the cursor is
    now tracked and reset cleanly when nothing is hovered.

    For plugin devsGameHelper.RemoteObjects.States.InGameState.MouseOverEntity
    (an Entity, reachable as Core.States.InGameStateObject.MouseOverEntity).
    Use it to act on whatever the player is hovering (tooltip, highlight, price
    lookup, etc.). It follows the host→sub→entity pointer chain each frame; when
    nothing is hovered its Address is IntPtr.Zero and IsValid is false, so
    always gate on IsValid before reading Path/Id.

2.4.1 - 2026-06-25

Added

  • LootValue plugin. Reads ground/inventory item identity from memory and
    prices it against poe.ninja / poe2scout — no clipboard copy required.

  • Item identity components for plugins. Two new entity components were added
    to support price lookups and item identification.

    For plugin devs:

    • GameHelper.RemoteObjects.Components.Base — present on item entities. Exposes
      BaseItemName (localized display name, e.g. "Greater Orb of Augmentation")
      and InternalName (locale-independent BaseItemTypes id, e.g.
      CurrencyAddModToMagic2). Use BaseItemName as a price key for non-uniques
      and InternalName as a stable cross-language/patch key. Reading these means
      you no longer need the user to copy an item to the clipboard to learn its name.
    • GameHelper.RemoteObjects.Components.RenderItem — present on item entities.
      Exposes ResourcePath, the full 2D inventory art (.dds) path. The basename is
      a stable, unambiguous identity for uniques (each has its own icon) and matches
      poe.ninja / poe2scout's IconUrl basename, so it works as a unique price key
      without reading the item's name. Currency tiers share one art — prefer Base
      for non-uniques.
  • Universal font in core. DejaVuSans + GNU Unifont are bundled and applied
    app-wide so non-Latin glyphs (item/affix names, etc.) render correctly.

    For plugin devsGameHelper.Utils.UniversalFont (ApplyFromSettings(),
    ApplyConfigured()). The core applies this for you; you generally just get
    correct glyph coverage in your DrawUI for free.

  • Chat-active detection via UI flag. Whether the chat box is focused is now
    read from a UI element flag instead of inferred from background color
    (more reliable).

    For plugin devsGameHelper.RemoteObjects.UiElement.ChatParentUiElement.IsChatActive
    (a bool). Check it before sending input or reacting to key presses so you
    don't act while the user is typing in chat.

  • More Atlas/map data exposed (ImportantUiElements) and partial parsing of
    in-map content info, used by the Atlas plugin.

  • Radar: Rituals, Breaches, Abyss, Sacred Water, Research Strongboxes,
    Runestone encounters and adjustable Runestone socket-count display; Breach
    Strongholds and Hive Fortresses are now identified.

  • HealthBars: Ward and Life are now combined into a single bar.

  • pull-external-plugins.bat to git pull all plugin repos cloned into Plugins.

  • Memory read-failure diagnostic tool for troubleshooting offset/read issues.

Changed

  • Updated offsets and signature patterns for game patch 0.5.4.
  • Radar no longer recalculates paths that have already been reached, and hides
    them once reached.
  • Discord invite URL updated to the new server.

Fixed

  • App locking up completely after the earlier memory-read hardening.
  • Many memory-read exceptions are now caught instead of crashing reads.
  • Bad pointers used when parsing Atlas nodes.
  • Disabled plugins' settings being overwritten on close.
  • Co-op (multiplayer) read fix.