MnM Radar - Changelog

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1.1
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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.

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1.0
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Initial release.
