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darktide-AutoMark
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ea76cb906793daa52328d05f824a8a29081bbcaa
darktide-AutoMark
/
AutoMark
/
scripts
/
mods
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AutoMark
T
History
michael
ea76cb9067
feat: overlay TARGETS table — per-candidate breed/distance/fate captured in find_auto_mark_target_unit (zero-cost unless debug_hud/debug_mode on): enumeration records unit->entry, omni_reject attributes first reject reason to current candidate, marked unit shows MARKED, winner shows PING; overlay renders nearest-10 by distance with pass name, green=PING/MARKED/ACCEPTED, gray=not_visible, rejects summary line dropped (redundant)
2026-10-04 10:50:04 -04:00
..
context
Upstream AutoMark v2.5.3 (Shui Yu, Nexus
#736
) baseline
2026-10-03 06:04:57 -04:00
mark
feat: Debug HUD overlay — live left-side text panel (own HUD element injected via UIManager.create_player_hud hook, plain-text widget, game's own HudElementBase pipeline): per-tag target/cooldown/priority-switch, skull state + hacking flag, last omni pick + reject counts, last server accept verdict; toggled by 'Debug HUD Overlay' (takes effect at mission start), fed at 5Hz
2026-10-04 09:49:47 -04:00
setting
Upstream AutoMark v2.5.3 (Shui Yu, Nexus
#736
) baseline
2026-10-03 06:04:57 -04:00
targeting
feat: overlay TARGETS table — per-candidate breed/distance/fate captured in find_auto_mark_target_unit (zero-cost unless debug_hud/debug_mode on): enumeration records unit->entry, omni_reject attributes first reject reason to current candidate, marked unit shows MARKED, winner shows PING; overlay renders nearest-10 by distance with pass name, green=PING/MARKED/ACCEPTED, gray=not_visible, rejects summary line dropped (redundant)
2026-10-04 10:50:04 -04:00
ui
feat: overlay TARGETS table — per-candidate breed/distance/fate captured in find_auto_mark_target_unit (zero-cost unless debug_hud/debug_mode on): enumeration records unit->entry, omni_reject attributes first reject reason to current candidate, marked unit shows MARKED, winner shows PING; overlay renders nearest-10 by distance with pass name, green=PING/MARKED/ACCEPTED, gray=not_visible, rejects summary line dropped (redundant)
2026-10-04 10:50:04 -04:00
utils
feat: 'Debug Chat Messages' sub-setting under Debug Mode (default OFF) gates mod:echo chat spam; chat stays quiet with debug on, file diagnostics unaffected
2026-10-04 08:51:47 -04:00
AutoMark_data.lua
feat: Debug HUD Overlay X/Y sliders (0..3440 / -1440..1440 UI px, defaults 25/0) — live position sync in element update, no mission restart needed
2026-10-04 09:59:34 -04:00
AutoMark_localization.lua
refactor: debug overlay abandons the UIHud element pipeline entirely — draws direct to level_world screen gui (Gui.rect dark panel + Gui.slug_text lines) per FpsDoctor's proven pattern in the same mods dir: per-world gui handle validation, pcall+backoff, 5Hz rebuild, RESOLUTION_LOOKUP scaling; X/Y now anchor top-left; deletes hud_element_debug.lua + require-path/injection/recreate machinery; works hub/MeatGrinder/mission, applies live
2026-10-04 10:40:18 -04:00
AutoMark.lua
fix: debug_chat/debug_hud/debug_hud_x/y were DEAD settings — AutoMark's mod.settings is a hand-built snapshot table (line ~27), every key must be listed explicitly; unlisted keys read nil at load AND on_setting_changed's nil-guard refuses live updates, so the toggles did nothing from day one. Registers all four keys. THE reason the HUD never showed
2026-10-04 10:34:30 -04:00