Skip to content

Releases: GreenComfyTea/MHR-Overlay

v2.7.1

23 May 15:38
Compare
Choose a tag to compare

Changelog:

  • Buff UI: Fixed an issue when buffs were not working when Sorting by Timer/Duration was being used.

v2.7

11 May 05:33
Compare
Choose a tag to compare

Changelog:

  • Large Monsters, Small Monsters and Endemic Life -> Dynamic Positioning: Added Head Tracking. Now health bars will be drawn above the head;
  • Adjusted default World Offset respectively. This change won't appear for people who already have a config generated (in other words, if you are updating the mod);
  • Hid some constantly updating debug messages.

v2.6.6

01 Mar 15:03
Compare
Choose a tag to compare

Bugfixes:

  • Buff UI -> Hunting Horn: Fixed Bead of Resonance skill not working on online quests when you are not the host.

v2.6.5

09 Feb 08:52
Compare
Choose a tag to compare

Bugfixes:

  • Fixed invoke exception in keyboard.update() on startup.

v2.6.4

22 Jan 17:55
9bcc114
Compare
Choose a tag to compare

Bugfixes:

  • [Buff UI]: Clear Buff data when an error occur;
  • [Buff UI] -> Rampage Skills: Fixed Filters not working;
  • [Buff UI] -> Long Sword: Fixed Harvest Moon data not getting cleared when the buff is over or when switching skills.

v2.6.3

29 Oct 13:42
Compare
Choose a tag to compare

Bugfixes:

  • Great Sword: Fixed Power Sheathe Skill;
  • Hunting Horn: Fixed Bead of Resonance and Sonic Bloom Skills.

v2.6.2

24 Oct 07:25
Compare
Choose a tag to compare

Bugfixes:

  • Fixed a bug when the mod were creating a /reframework/data/DEFAULT file instead of /reframework/data/MHR Overlay/configs/default.json if no configs existed (so on the first launch).

v2.6.1

16 Oct 06:08
Compare
Choose a tag to compare

Customization Menu:

  • Added Missing Hotkeys for Buff UI and Stats UI;
  • Fixed a Bug When Removed Hotkey Was Not Saved to Config;
  • Allowed to Change Selected Hotkey When Any Other Hotkey Is Already Waiting for Any Keypresses.

v2.6

10 Oct 10:51
Compare
Choose a tag to compare

Buff UI:

  • Released. Shows Bars and Timers for a lot of Buffs and Debuffs that Local Player have.
  • For a full list of Supported Buffs check Wiki;
  • Buffs can be customized by their type;
  • Buffs can be filtered individually;
  • Most of the buffs retrieve the Name from the game itself. Only some names are provided by the mod;
  • Supported types: Abnormal Statuses, Item Buffs, Endemic Life Buffs, Melody Effects, Dango Skills, Rampage Skills, Skills and Weapon Skills.

Stats UI:

  • Released. Shows current stats of Local Player;
  • Supported Data: Health, Stamina, Attack, Affinity, Defense, Fire Resistance, Water Resistance, Thunder Resistance, Ice Resistance, Dragon Resistance, Element and Element 2.

Large Monster UI:

  • Fixed attempts to access Encrypted Monster Health values outside Hooks;
  • Fixed Monster Health Scaling not being immediately reflected for Host when someone joins;
  • Stopped displaying Monster Size if its value is invalid (applies to Training Dummy, mostly).

Damage Meter UI:

  • Fixed a bug when Total Cart Count was showing a value lower than real one by 1. This was cause by latency between host and players;
  • Fixed Follower Buddy Percentage Damage being incorrectly formatted;
  • Fixed a bug when Total Damage was showing more twice higher value;
  • Fixed a bug when Hide Total Damage was hiding whole module instead;
  • Cart Court now reflects actual in-game value. Previously, the mod was counting carts manually;
  • Fixed Highlighted Cart Count Label not working;
  • Added Missing Highlighted Cart Count Label Customization;
  • Fixed 2nd buddy appearing on online quests sometimes;
  • Fixed a bug when swapping buddies was not reflected.

Endemic Life UI:

  • Added Creature ID as Include option.

Localizations:

  • Updated Simplified Chinese Localization to v2.5;
  • Updated Korean Localization to v2.5;
  • Updated Russian Localization to v2.6.

Customization Menu:

  • Fixed Missing Include option in Customization Menu;
  • Fixed Creature Name Label causing all next menu elements to disappears;
  • Customization Menu will now remember Position and Size;
  • Default Font is now NotoSans-Bold v2.014 (for translators: it supports all in-game languages except for Arabic, Simplified/Traditional Chinese, **Japanese **and Korean);
  • Added NotoSansArabic-Bold v2.010 Font;
  • Removed unifont because it was causing a crash;
  • Updated NotoSansHK-Bold, NotoSansJP-Bold, NotoSansKR-Bold, NotoSansSC-Bold and NotoSansTC-Bold to v2.004. Also improved Unicode Ranges.

Misc:

  • Fixed Hotkeys not saving;
  • Updating functionality and Drawing functionality of the mod has been mostly separated;
  • Update functions will now be always called from REFramework loop, even if Direct2D is installed;
  • Update functions now use newly implemented Timers. Timer Delays can be customized to improve performance: Customization Menu -> Global Settings -> Performance -> Timer Delays;
  • Implemented a new Debugging System for easier troubleshooting: Customization Menu -> Debug;
  • Singletons are now constantly updated, because turns out that some of them are not real singletons and can be reinitialized with new reference;
  • Stopped using d2d.surface_size() for getting window size because it was causing error during game launch;
  • Cached ValueTypes.

v2.5

08 Jun 07:21
Compare
Choose a tag to compare

Large Monster UI:

  • Mapped Primordial Malzeno part names;
  • Fixed Chaotic Gore Magala part names: Wingclaws renamed to Right Wingclaw, missing Left Wingclaw added;
  • Added Anomaly Core Health Bars to Parts.

Damage Meter UI:

  • Added Anomaly Core Break Damage (it is accounted into Total Damage and only Total Damage (!) because I haven't found a way to determine which player dealt how much damage to what part (yet?);
  • Added Anomaly Cores Filter to Tracked Damage Types.

UI:

  • Added Fill Direction to all bars (Left to Right, Right to Left, Top to Bottom, Bottom to Top);
  • Added Right Alignment Shift to all labels.

Localization:

  • Each Localization File now contains specific Unique Glyph Ranges that the mod gonna load. Previously the mod was loading full unicode glyph range for each font at specific size, which was a lot, which led to crashes. Now it only loads the ranges that are required for that language, which will allow you to change the size more times before the crash (but it does not solve the issue).