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Fast Resonance 1.0.4

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@chatterchats chatterchats released this 12 Nov 02:02
· 17 commits to main since this release

Fixed

  • Address the suspected initialization race behind #2 by handing setup to the
    game thread once, instead of submitting immediately runnable montage retries from the
    loader while it is still initializing the mod.
  • Gate combat work on the mission actor's readiness and active status. Cancel
    session work on mission ending, actor EndPlay, map travel, and save reload.
  • Recover an existing mission after mod reload without scanning resident
    montages, and retry incomplete choreography hook discovery after relevant
    mission or class events.
  • Refresh reused montage rates from presentation events so subsequent uses
    respect changed settings, including restoring vanilla timing when disabled.
  • Resolve choreography functions by their exact asset paths. The previous
    FindObject("Class", ...) lookup excludes the game's generated state-machine
    class and leaves preloaded choreography unhooked after mission activation.
  • Log completion of all three choreography hooks and identify missing functions
    when bounded discovery expires.
  • Compare level owning worlds when filtering mission playback. The mission actor
    can report a streamed _Gameplay world while characters and cinematics report
    _Root; comparing those raw pointers incorrectly rejected both animation and
    camera acceleration. Resolve PersistentLevel.OwningWorld before comparison.

Both abilities' playback acceleration was verified in-game, including Shared
Suffering's confirmation sequence and final delay. The intermittent startup
crash still requires confirmation on the affected user's Wine/Proton setup;
automated coverage models lifecycle and scheduling boundaries rather than
UE4SS's native thread race.