MnM Radar - Changelog

--------------------------------------------------------------------
1.4
--------------------------------------------------------------------

THE EXPERIMENTAL BUILD NO LONGER TANKS YOUR FRAMERATE

Ten people reported the experimental download costing them most of
their framerate - one went from 150 fps to 15. The stable download was
unaffected, running the same mod code, which pointed straight at the
difference between the two UE4SS builds.

The cause is the object sweep the mod runs each frame to find live
animals. On stable 3.0.1 it is nearly free. On the experimental build
it is not, and it was allowed to take as long as it liked.

It is now bounded: the sweep stops after 0.7 ms and resumes exactly
where it left off on the next frame. Measured on the experimental
build, it was consuming its full budget on 93% of frames - so it really
was taking everything it was given.

A full pass round the object list takes a little longer as a result,
which changes nothing you can see. Finding an animal was never instant,
and following one already goes through a different path.

REBUILT AGAINST THE CURRENT EXPERIMENTAL BUILD

The experimental download now targets v3.0.1-1021-g1c1a1497. The
previous one targeted g662df915, which has since been replaced upstream.
If the mod stopped loading for you with "[0x7f] The specified procedure
could not be found", that is why.

--------------------------------------------------------------------
1.3
--------------------------------------------------------------------

CHINESE, AND ANY LANGUAGE YOU CARE TO ADD

Simplified and Traditional Chinese are included, translated by
goukiiii. Thank you.

The language switch is no longer a fixed FR / EN pair: the mod now
lists whatever it finds in dlls/lang/. Adding a language means dropping
a text file in that folder - no code, no rebuild, nothing from me.
Name it after its locale, ko.txt or pt-br.txt, and give it a
"ui.langue" line to choose how it appears on the button. Missing keys
fall back to English, so a partial translation is perfectly usable.
Copy en.txt as your template.

NON-LATIN TEXT ACTUALLY WORKS NOW

1.2 picked one font for everything non-Latin, and Chinese still came
out as empty boxes. The game ships a separate composite font per
script - Japanese, Traditional Chinese, Thai - so the one it was using
covered Korean and Latin only. The fallback font is now chosen from the
language you selected, and re-chosen the moment you switch, so there is
no longer a delay where text shows as boxes.

The game has no Simplified Chinese font of its own, so Simplified uses
the Traditional one. The two scripts share most characters; a few
Simplified-only forms may be missing, and there is nothing the mod can
do about that.

New setting, police_texte in config.txt, forces that fallback font by
name if the automatic choice ever picks wrong. It is separate from
police, which only affects the main font - a source of confusion worth
spelling out.

DEBUG KEYS CLOSED

Versions 1.0 through 1.2 shipped with eleven diagnostic shortcuts
active. Pressing numpad 5 put the engine's streaming grid across the
whole screen; other keys ran full object sweeps that froze the frame
and may have looked like stutter coming from the mod. They now require
a line in config.txt that the mod never writes. Only F9, F1, F10 and
F6 remain - those are mod features.

--------------------------------------------------------------------
1.2
--------------------------------------------------------------------

MARKER DATA - REBUILT

All marker positions are now the mod's own, rebuilt from the game
itself: 9 809 points with the exact coordinates and heights the engine
uses, across 70 categories.

  ONE-TIME RESET. Because the data changed, anything you crossed off
  by hand with F10 comes back once. Automatic tracking - opened
  chests, finished minigames and puzzles - is unaffected.
  Markers now carry identifiers derived from their position, so
  future data updates will keep your progress. This is the last reset.

AREA QUESTS

All 147 area quests the "We Solve Everything" achievement counts now
have a marker. Three of them are triggered by dialogue rather than by
walking up to them, so reaching the marker is not enough. Thanks to
Idenalpha for identifying them: two come from the bounty hunter - kill
the target before speaking to him and he never offers the quest - and
the third is Sorja, active only while Horg the Roamer is alive.

INTERIOR AREAS

The city has three interiors - merchants' guild, throne room and
church - which the engine places far from the main landscape. Their
markers used to point off into the distance from anywhere in the
world, reported by several players as "out of bounds" markers.
Markers now only appear when you are in the same area.

NON-LATIN TEXT

Chinese, Japanese, Korean and Thai characters showed up as empty
boxes. Any text containing non-ASCII characters is now drawn with the
game's own font instead of the engine's Latin-only one. Latin text is
unchanged, so the layout is unaffected. Reported by 815090081.
Language files are now read as UTF-8, which also allows accents.

IMGUI REMOVED

The debug tab is gone entirely. It rendered in OpenGL inside a
Direct3D 12 game, which broke the Steam overlay and is the most likely
cause of the crashes reported under Linux/Proton. The mod is roughly
600 KB smaller as a result.

COMPATIBILITY WITH OTHER MODS

Removed a leftover global ProcessEvent callback from an abandoned
feature. It ran on every scripted call in the game, including those of
other mods. MnM Radar now installs exactly one hook - a vtable patch on
PostRender - so it draws after the frame is complete and never
intercepts gameplay logic. Raised by ges2lia.

NEW SETTINGS

In the panel (Settings column):

  Max distance (m)   Hide markers further away than this. 0 = no limit.

In dlls/config.txt only:

  portee_max   Same setting as above, if you prefer editing the file.
  police       Force a specific font instead of the automatic choice.
               Useful values: DsCompositFont_CommonSystem, Pretendard,
               Roboto. Leave empty for automatic.

DEVELOPMENT KEYS CLOSED

Eleven diagnostic shortcuts were left active in 1.0 - actor inspector,
subsystem dumps, streaming controls, the World Partition grid. One
player pressed numpad 5 and got the streaming grid across their whole
screen with no way to know why. Some of these run a full object sweep
and freeze the frame for a moment, which may have looked like stutter
coming from the mod.

They now require outils_dev = 1 in dlls/config.txt, a line the mod
never writes. Only F9 (radar on/off), F1 (panel), F10 and F6 (cross
off / undo) remain available - those are mod features.

HOUSEKEEPING

Data files left over from 1.0 are ignored automatically, so updating
cannot produce duplicated markers. You may delete thgl_ids.csv and
thgl_nodes.csv from dlls/ at your leisure.
Your own config.txt is no longer overwritten on update.

Built against stable UE4SS 3.0.1.

--------------------------------------------------------------------
1.0
--------------------------------------------------------------------
Initial release.
