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Releases: vergelli/Vermilion

Vermilion 1.2.1

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@github-actions github-actions released this 12 Sep 20:35

Fixed

  • The two session-navigation keybinds (Previous / Next Session) never actually worked: the PR that added them wired the header arrows and the display names but never registered the keybind actions in bindings.xml. The arrows themselves were never affected.

Vermilion 1.2.0

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@github-actions github-actions released this 12 Sep 20:12

Added

  • Hover cards size their rows to the text: a long shield or ability name no longer gets cut off next to its value, and the card widens when a row needs it.
  • Two arrows next to the library icon step through the saved sessions without opening the library: left for the older one, right for the newer, and the status line shows the session's position in the library. Two keybinds do the same. Nothing happens while a recording runs.

Changed

  • The orchid layer that hung from the top of SKILL and TYPE is gone: it took height from the bars, and the absorbed damage is already stacked inside them. In its place a shield strip sits under the ultimate band on every plot view, a heat strip on the PRESSURE ramp showing how hard enemy shields were absorbing at every moment, with the shield icon at the left, always present and empty when nothing was absorbed, like the ultimate band; hover it for the rate and share. PRESSURE lanes gain a thin sub-lane at their foot on a second colour ramp, showing the absorption on that enemy over time.

Vermilion 1.1.1

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@github-actions github-actions released this 12 Sep 17:40

Fixed

  • The shield layer and ShDPS averaged absorbed damage over a 30-second window while the bars use 5 seconds, so a cracked shield showed as a long, low band that outlived the hit by half a minute, and EOS added two different time scales. Both now share the 5-second window: the layer has the height and width of the event, and the header sums like with like.

Vermilion 1.1.0

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@github-actions github-actions released this 12 Sep 16:21

Fixed

  • Damage you deal to yourself (Infinite Archive verses like Frigid Waters, set drawbacks) no longer counts as outgoing damage, so it stops showing as a grey contribution and as a lane with your own name in PRESSURE.
  • Damage absorbed by an enemy's shield was credited to that shield's ability, so enemy wards showed up in SKILL and CONTRIB as if they were the player's skills. Each shield event is now paired with the attack that caused it and credited to that attack; a shield that finds no attack lands in a single "Shields cracked" bucket instead.
  • TYPE now includes damage absorbed by shields, typed by the attack, so every view sums to the same EOS as the header.
  • The category flyout in Unknown Contributions opened with no backdrop, so its rows drew over whatever sat behind the window; it now has an opaque fill with the crimson edge.
  • Light and heavy attacks of most weapons (Inferno and Dual Wield first, bow and others by the same rule) landed in Unknown Contributions. Basic attacks are now recognised by name, with the names learned from the game client so the rule holds in every language, then by the weapon death-recap icons, with the fixed id list as the last resort.

Added

  • Light mode draws four corner brackets on hover, so the resize corners of the dimmed window are easy to find.
  • CONTRIB rows show the share of each ability that was absorbed by shields as an orchid tail on the bar, with the amount on hover.
  • SKILL and TYPE hang a faint orchid layer from the top of the plot: its depth at every column is the damage a shield absorbed at that moment, on the same scale as the bars. Hover it for the absorbed rate and share.
  • PRESSURE replaces OUTCOME: damage pressure per enemy over time, a heat lane per target, hotter where you hit harder. Lanes are ordered by damage taken; a bar chart on the right, aligned row by row, shows the accumulated pressure per enemy with an orchid tail for the part a shield absorbed; the mouse wheel scrolls; hover shows the rate at that moment, the enemy's totals, its share of your output and the shields involved. Saved sessions keep it.
  • The damage report names the enemy you focused most and the shield that absorbed the most over the recording, plus the share of the fight spent on your main target and how many times the pressure moved to another enemy.
  • Killing blows (the engine reports them as "died, experience" for NPCs and as a killing blow for players; both are read): a skull marks the moment of every kill you land, at the top of SKILL, TYPE and CRIT and on the victim's lane in PRESSURE. Hover it for the victim and the ability. The damage report counts them. Saved sessions keep them. A "Kill markers" toggle in Settings hides the skulls, for content where everything dies all the time; the report keeps counting.
  • PRESSURE folds enemies of the same name into one lane with a count, so a pull of twelve skeletons is one lane, while enemy players (by unit type, never by name) always keep their own.
  • Ultimate band above every plot view, as in Verdant: a row per bar showing the charge over time, bright when ready, a tick at every cast, the ultimate's icon at the left. Hover for the charge at that moment. The damage report adds the time the ultimate sat ready and the casts. Saved sessions keep it.

Vermilion 1.0.1

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@github-actions github-actions released this 09 Sep 22:13
5509de3

Added

  • CONTRIB view: the Type column shows the damage-type icon instead of a word, and the shield rows wear the shield icon. Hover a row and the card carries the same icon with the type's name. Every second row wears a faint band, and each row shows its rank.
  • The summary chip ends with the icon of the damage type that carried the recording and its share; the damage report names it.
  • The header reads "idle" in grey while nothing is recording, and shows the number again as soon as a recording starts. The crit readout now sits right after the damage readout instead of by the gear. The close cross sits level with the gear.

Fixed

  • The damage report of a library session showed zero total and zero hits; it now reads the totals saved with the session.
  • Debuffs never land in Unknown Contributions any more; that window is for abilities that dealt damage.

Changed

  • DEBUFFS view: Minor Brittle, Lifesteal, Magickasteal, Mangle and Timidity join the family colours, status effects (Burning, Poisoned, Chilled, Concussed, Overcharged, Diseased, Hemorrhaging, Sundered) wear an ember colour of their own and taunts, stuns and snares a khaki one, so fewer lanes stay grey.

Vermilion 1.0.0

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@github-actions github-actions released this 09 Sep 20:25
555bcc3

Added

  • Session library: every recording can be kept, named, locked and reopened from the library window; autosave on Stop, a manual Save icon and keybind, the SAVING / SAVED / NOT SAVED status and the content kind of the fight (dungeon, trial, arena, Infinite Archive, battleground, Alliance War, home, overland).
  • Auto-record on boss fights or any combat, with a grace period after combat, and Auto-stop for recordings started by hand.
  • CONTRIB view: abilities ranked by the damage they dealt over the window, with the damage type, a bar coloured by skill line, hover details and mouse-wheel scrolling.
  • DEBUFFS view: the debuffs you put on enemies, one lane per debuff with uptime, targets at once, applications, the always-on strip and a hover card with the ability description.
  • Tab strip for the views with tooltips, Next and Previous view keybinds, a double click on the title bar restores the default size.
  • Summary chip after a recording (AVG, PEAK, CRIT, ACTIVE, SHIELD); hovering it opens the damage report, clicking copies it.
  • Light mode while recording with its own opacity, fade-in on open, a logo heartbeat while a recording runs with the window closed, glyphs on Record and Stop.
  • Settings in sections with user profiles, a question before experimental sample-rate and window combinations, a Sounds toggle and the build version.
  • Sounds on every window and button, all behind the Sounds setting.
  • Offline test lab, replay of recorded fights against an independent oracle and the Robot quality report (nothing under qa/ or test/ ships).

Changed

  • Bars sit on a physical-pixel grid: one width and one pitch at any UI scale; a young recording grows to fill the axis, which reads from -15s to now.
  • The window slider reaches 20 minutes.
  • The CopyBox ships in release builds for the report copy.
  • Manifest: APIVersion lists the current live patch and the PTS one, so the addon is no longer flagged out of date.
  • Debug tools need two keys in core/constants.lua, DEV and MODE, like the rest of the family. Flipping DEBUG alone does nothing.

Vermilion 0.9.1

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@github-actions github-actions released this 12 Jul 16:41
05a964a
  • The damage-type icon on the hover card doubles in size (14px chip to a 28px icon spanning the name and stat lines); the SKILL view keeps its color chip untouched.

Vermilion 0.9.0

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@github-actions github-actions released this 12 Jul 15:55
f2f835d
  • New DAMAGE TYPE view: your damage split and colored by damage type (fire, shock, poison, disease, bleed, physical, magic and friends), with per-type icons.
  • New crit threshold setting (0-100%, default 50%) driving the crit display.
  • Crit display redrawn with UI components instead of textures: crisper at every scale.
  • Smoother memory behavior: incremental garbage-collection pacing (no more GC spikes mid-fight).
  • Sample rate is now capped at 5 Hz (was 10). The 6-10 Hz options doubled the cost for no perceptible visual gain; saved settings above 5 Hz are clamped automatically.
  • Release pipeline hardening: staged-texture guard, hidden-file strip and a dev-keys-off check.

Vermilion 0.8.0

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@github-actions github-actions released this 06 Jun 17:46

First public beta — the crimson twin of Verdant.

Live damage analytics in a single window.

  • Three views, switchable from the title bar:
    • SKILL — your damage stacked and colored by source (class lines, weapons, guilds, status effects, item procs).
    • OUTCOME — eDPS (landing on health) vs ShDPS (absorbed by the target's shields).
    • CRIT — your landed damage split into non-critical base and critical cap.
  • Live DPS readout in the window header, updated each second.
  • eDPS / ShDPS / EOS metrics — see how much of your output is dropping health versus being eaten by shields.
  • Skill-line color classification, with an Unknown Contributions window to label the handful of hits (set procs, generic-icon enchants) the classifier can't place — applied live, no reload.
  • Record / Stop / Flush to capture and clear a session.
  • Floating logo button (movable, optional) and an assignable keybind.
  • Per-server SavedVariables — EU / NA / PTS kept separate.

Under the hood: zero-allocation sampling path, pooled combat events, fixed-interval snapshots, no dependencies. Localized number formatting (DE/FR decimal separators).