a18194519b199d7d7a4a12cebadc2430971b1b52
HIGH: - rpc shadow dropped tagger_game_object_id and target_location (wrong vararg capture, args shifted); now forwards all varargs verbatim via unpack - rpc shadow could NEVER install: ensure() read context.smart_tag_system (client-side instance) instead of the updating self; now armed per-instance, client shadow still pinned to the context instance only - on_setting_changed debug_mode branch returned before the snapshot write: Debug Mode toggles were dead mid-session and the ON-notify read the stale value (AGENTS.md trap again, in my own fix); debug_chat/debug_hud now update the snapshot live too - capacitance retention unit bug: widget relabel to charges (-10..10) left the legacy /100 in load + change handler + breed menu round-trip (*100) + breed setter (/100), making every retention threshold 100x too small; removed all four conversions (health-threshold percent semantics untouched) MEDIUM: - TARGETS capture was observer-non-neutral: MARKED candidate fell through into full re-evaluation (burned shared visibility budget); now skips like vanilla - omni_diag_counter was an implicit global incremented in the prod hot path; now a file-local, only touched under debug_mode - hack skull/check/blacklist state survived mission end (stale unit handles + stamped _automark_hack_order flags); mod:reset_servo_skull_local_state() runs on state exit, which also clears omni_last/omni_candidates/last_skull_confirm/banners LOW: dead-tag release now honors per-class reset_cooldown; SERVO_SKULL gate checks class before doing GameSession reads; mod:diag hard-gated on debug_mode internally (diag_log.txt is never created for normal users anymore; un-gates OMNI-BOOT/banner/load probes); hits[] pooled per call; early no-candidates return no longer dangles omni_rejects/omni_hud_units; omni_last allocation gated on hud_capture; omni_hud_cur reset at entry and per-iteration before actor resolution (no cross-candidate leakage); builder runs only while a level world exists (no menu-side pcall spam); debug_hud_y fallback 24->0 matches default; px unit_text localization added; six new widgets had orphan *_tooltip loc keys - DMF only shows tooltips via an explicit tooltip field, added
AutoMark — darktide fork
Quality-of-life extension of Auto Mark for Warhammer 40,000: Darktide. Auto-Marks enemies for you (ping, Arbites dog, Servo-Skull, Veteran Focus Target) so you can keep aiming instead of juggling ping keys.
Credits
All core logic and design come from the original Auto Mark v2.5.3 by Shui Yu — go kudos the man. This fork — Nacho Replay — started as that exact mod and has since grown well beyond upstream. Upstream gets no blame for anything listed below; this fork gets no credit for anything not listed below.
What this fork adds (vs upstream v2.5.3)
- 360° Marking (
omni_mark) — marks come from all directions, not just under the crosshair. Implemented by enumerating the game's smart-tag unit registry; enemies behind you are first-class targets.- Ignore Line of Sight (
omni_mark_ignore_los) — sub-option to mark through cover too. - Upstream-style forward-raycast marking is untouched when the option is off.
- Ignore Line of Sight (
- 360° auto-hack — with
omni_markon, the Servo-Skull auto-hack picks the nearest hackable unit anywhere, instead of only HUD markers near your crosshair. - Server-side order reliability — 360° ping/hack orders used to be silently dropped by the server's "is the player looking at it" re-check (~⅓ of them). The mod now shadows the server-side order handler during our own marking passes so 360° orders actually land.
- Skull ping reliability — auto-ping no longer fires while the Servo-Skull is mid-animation or below the talent's minimum capacitance (the old behavior jammed a dead tag for its full 25 s lifetime and starved every other ping); marked units that die are released instantly instead of holding the slot.
- Debug overlay (Debug HUD) — FpsDoctor-style dark on-screen panel, live and instant to toggle/move (X/Y sliders): current mark targets, cooldowns, skull state, server accept verdicts, and a TARGETS table — every enemy in range with distance and exactly why it was or wasn't pinged (
PING/MARKED/not_visible/lower_score…). - Diagnostics — with
debug_modeon, logs what the mod sees and why each candidate was rejected (OMNI-DIAG/OMNI-HACK-DIAGlines). A new Debug Chat Messages sub-toggle mutes the upstream chat spam; you also get a chat reminder whenever Debug Mode is active so you never ship a run with it on by accident. - Max mark range raised to 250 m (upstream capped at 100 m).
- Silent breed dumper — refreshes
mods/AutoMark/breed_dump.txton every boot so the exception tables can be diffed after game updates. - Menu fixes — the "Capacitance Retention" thresholds were mislabeled percent with a −1000..1000 range; they're actually compared against remaining ability charges (relabeled, sane range, tooltip rewritten in human).
Changelog (fork)
2.6.0-fork— Debug overlay + TARGETS table, Debug Chat toggle, server-side order shadow, skull readiness/death-release reliability fixes, 250 m range ceiling, debug-on reminders.2.5.3-fork1— initial fork: 360° marking + LOS option, 360° auto-hack, OMNI-DIAG logging, breed dumper, capacitance menu fixes.
Install
./install.sh # rsyncs AutoMark/ into the game's mods/ folder
GAMEDIR=/some/path ./install.sh
Takes effect on next game start. Settings live under Options → Mod Options → AutoMark (requires DMF).
License
Upstream licensing terms apply; original work remains Shui Yu's.