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v2.7.1: State-Gated vs Continuous Hook Classification & UI/Vehicle Trigger Scenarios

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@KodeMannn KodeMannn released this 05 Oct 10:37
· 9 commits to main since this release

What's Changed in v2.7.1 ⚡

🎮 State-Gated vs. Continuous Hook Classification

  • Deep Semantic Lua State-Gate Detection: Upgraded Analyze-ModLuaSemantics with multi-line regex pattern recognition for early return state guards (if not DragAndDrop.hasPendingCancel then return end, if not player:getVehicle() then return end, if not self:isVisible() then return end).
  • Truthful UI Trigger Attribution: UI mods (such as Equipment UI - [Standalone], CleanHotBar, Neat Crafting, Mini Health Panel) now display Situational: While Menu / UI Is Open with ~2-8 ms [Frame Delay] during active inventory/drag operations, rather than falsely accusing them of burning frame time at all times.
  • Truthful Vehicle Trigger Attribution: Vehicle mods registering Events.OnPlayerUpdate (such as '91 Nissan 240SX pop-up lights or DorothyAnemometer) now display Active: While Driving / Vehicle Streaming.
  • Zero False Continuous Accusations: Idle background cost for state-gated hooks is reduced to +0.02 ms/frame (a simple 1-line boolean pointer check), dropping active permanent loops to 0 and giving players an accurate, trustworthy picture of their modpack's CPU budget.
  • Mass Vehicle Fleet Notice Tuning: Updated vehicle warnings to report state-gated hooks instead of misleading users that continuous heavy loops are active while on foot.

📦 Distribution & Packaging