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RuneTools 1.7.7

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@goldgolem624 goldgolem624 released this 04 Aug 22:28

Clue scanning

  • Scan markers now read the game's own coordinate marker. Type-13 scene entities are exposed and classified.
  • No more false "SOLVED" carried over from a previous clue. Eliminated spots are keyed by area, so a second scan
    clue in an area already finished that session opened pre-solved on the old dig tile. An area's eliminations are
    now cleared when its clue leaves your backpack.
  • Fixed a compass clue being misread as a scan when a resolved spot list was already present.

Maps

  • Sharper at every zoom. Map resolution follows what's actually on screen instead of a fixed ceiling, and the
    window narrows as you zoom in so the image stays within budget. Scan maps were being upscaled by nearly half.
  • Labels, the tile grid, dig and scan markers, and hover targets are measured in screen pixels, so they no longer
    shrink as the terrain gets sharper. The tile grid had been thin enough to vanish at some zooms.
  • Zooming holds its centre when a re-fetch changes the window.

Teleports

  • 61 duplicate destinations removed. Matching now keys on the item behind a row rather than its source label, and
    ignores floor, which is how pairs like Dragon trinkets and Tirannwn quiver were hiding. Where two routes
    genuinely reach one tile (a fairy code from the ring network and from a portable, a boss lair via both the
    grouping system and the portal) they collapse into a single marker naming both.
  • Dragon trinkets renumbered. The menu was modelled as submenus; it's flat with seven options, so every option
    number it printed was wrong.
  • 68 rows now actually check the item. Imported rows carried an icon where a requirement was meant, so they
    reported themselves usable no matter what you were carrying. This includes rows whose icon is a family item but
    whose requirement is a different one: Enchanted Jewellery rows needing an amulet of nature, passing bracelet or
    delver's anklet.
  • Games necklace to Burgh de Rott is gated on In Aid of the Myreque.
  • Arc Journal destinations are marked charge-gated rather than freely available; Port Sarim is filed under the
    journal and needs no charges.
  • TokKul-Zo no longer prints a charge count, since those charges are spent in combat rather than by teleporting.
  • Slayer cape keybinds corrected, cape variants recognised, and Passage of the abyss reads per-slot so two stacks
    no longer show one stack's charges.

Archaeology

  • Active Relics tab. The monolith's active preset and its three harnessed powers, with names resolved live from
    the cache. Other panels can now state relic effects as fact instead of hedging.

Items and interfaces

  • Instance vars read the slot you hover. Two stacks of the same item hold different instance vars; every read
    used to return the first stack's.
  • Essence of Finality shows its stored special attack and charge percentage.
  • Interface text that a row ellipsizes is carried in full in the tooltip, keeping the game's line breaks.

Input

  • Ctrl+Backspace no longer types a square. Control characters were reaching the panel as text and being inserted
    as .notdef glyphs. They're now dropped, and Ctrl+Backspace deletes the previous word in the panel search.
  • Keyboard layout changes are forwarded to the embedded game. Layout is per-thread on Windows, and the detached
    game never saw the switch, which could make its keybind config name a different key than the one being pressed.

Puzzle boxes

  • Solver tables are built at start-up rather than on the first box, so opening one is instant. A bridge that
    wasn't ready yet no longer latches as "tables missing" for the rest of the session.

Fixes

  • The teleport marker layer no longer disappears wholesale when one row fails; a single error used to take out
    every marker on the map.
  • Lodestone panel shows quick-charge state and remaining charges.