Releases: PrismMods/Bismuth
Releases · PrismMods/Bismuth
Release list
v1.3.0
New
- Settings panel redesign — drill-in pages instead of nested menus, toggle cards, floating dropdowns
- Settings search bar in the panel header (finds settings inside subpages too)
- Settings profiles with import/export — built-in Default and Azure presets
- Accent color as theme — stats, combo and key rain follow your accent color
- New stats: KPS, Song/Level duration, Best % (furthest full-attempt progress)
- Progress bar along the top edge of the screen
- Editable label and per-stat settings page for every stat
- Per-overlay fonts (stats / combo / key viewer) with optional master font
- Key viewer rebind mode — click a key, press its new bind
- Editor tweak: current tile angle readout
- Custom level song preview volume slider
Improvements
- Gradient editor — full-width strip with clickable, draggable color stops
- Overlay row spacing slider
- Key limiter no longer eats keys when raw input is unavailable (Linux/Proton), and rebinding works there too
- Malformed color tags in level text no longer break the song title / credits display
v1.2.3
Fixes
- Fix the mod failing to load on Windows / native UnityModManager — a Harmony version mismatch (v1.2.2 referenced a HarmonyX 2.10-only patch overload) threw at startup and aborted the load. The optional raw-input layer now applies compatibly across Harmony versions and can never abort the mod load.
v1.2.2
Bismuth is now maintained by QuartzTeam as the lite version of Quartz.
New
- Tweaks tab — rebind or disable the editor's autoplay-pause key (Space by default; the pause is now off by default)
- Font pickers preview each font in its own typeface (family + weight)
- Log viewer: click anywhere on a line to copy it, with per-line hover highlighting and a "Copied" flash
Improvements
- Default fonts are now Paperlogy, which includes CJK — Japanese/Korean level titles render at the correct size instead of falling back undersized
- Autoplay results count correctly while the settings panel is open (was showing 0 hits /
NaN%accuracy) - Autoplay text centers by default and stays put as its label changes
- Faster level restarts — retries no longer full-scan the scene for text styling (no hitch on large maps)
- Force reload no longer breaks the overlay
- Slider revert button now reads "Undo" instead of a tiny icon
v1.2.1
New
- Font selectors preview each font in its own typeface (both the family and weight dropdowns)
- Log viewer numbers every line — click a line number to copy that line
Improvements
- Autoplay results now count correctly when the settings panel is open during a run (was showing 0 hits /
NaN%accuracy) - Autoplay text centers by default and stays put as its label changes — no more re-aligning and repositioning
- Faster restarts: retrying a level no longer full-scans the scene for text styling (removes the hitch on large maps)
- Level name stays on one line for the speed-trial variant instead of wrapping
v1.2.0
New
- Custom fonts: drop .ttf/.otf files into the Fonts/ folder to add
- Show/hide individual game HUD elements (Game UI tab)
- Force reload: re-scan fonts and reapply without restarting (Misc → Debug)
- Runtime inspector: dump game text / images / assets to the log (Misc → Debug)
- Clear button in the log viewer
- Optimizations grouped under one master toggle
Improvements
- Updated for v3.2
- Game text now drawn with TextMeshPro
- Real bold weights used instead of synthetic bold (if available)
- Numbered weight names recognized (e.g. Paperlogy-7Bold)
- Reduced mod size
v1.1.3
New
- Game UI element editor — per-element position, scale, weight & text alignment
- Hide judgements by category (Hide UI)
- Hide key viewer in level editor & main menu
- Layout editor: Shift to lock one axis, Ctrl/⌘+Z to undo
- Undo buttons on sliders
- Added horizontal text align options
Improvements
- Attempts tracked per chart instead of file path (survives
moving/renaming levels) - Error meter can be moved off-screen
- Key Viewer counts follow the selected font weight
- Editor direction overlay text no longer forced bold
v1.1.2
New
- In-game auto mod update
- Game UI editor
- Custom game text options
Improvements
- Text shadows now render more cleanly
v1.1.1
New
- HUD now renders with TextMeshPro
- Default font is now Pretendard; separate weight options for stat labels/values and combo label/count.
- Custom separator text for stat rows (default
" | "). - Master text-shadow toggle + color for the whole overlay.
- Song title/artist can use the overlay font, with shadow (on by default).
- "Block game inputs while menu is open" now also blocks shortcuts, menu actions, and level-select number keys
Fixes
- Overlay font falling back to FiraCode instead of the selected font on load.
v1.1.0
Major UI Update
- IMGUI -> UGUI
- Edit overlay locations by dragging
- Added font weight selection