Skip 0.2.6: this rolls up two releases' worth of work (the Mesh LOD and
Profiler modules and the map labels). Add 0.2.7 to the update manifest and
drop the oldest entry to keep the last three releases listed.
Add README sections for the two new modules (Mesh LOD and Profiler) and the
track and industry label feature, with settings screenshots, the unified
overlay shot, the three-level LOD comparison, and the label demo video. Update
the module table and remove the profiler-overlay mention from Physics
Optimizer now that the overlay lives in its own module.
The Mesh LOD proxy box rendered flat gray instead of the car's color. It was
being given a shared material tinted via Material.color (the legacy _Color
property), which URP ignores in favor of _BaseColor, and a single shared
material cannot match each car anyway. Reuse the car's own material so the box
matches its color again.
Also destroy the proxy box mesh when tearing down or refreshing a car's LOD
(the GameObject was destroyed but the Mesh leaked until scene unload), and
prune dead weak-refs from the tracked-car list periodically so it cannot grow
unbounded across a long session.
Fix a stale comment in PhysicsTimer that still referenced PhysicsOverlayGUI
after the overlay moved to the Profiler module.
Add a standalone Profiler module (S3.profiler.json, disabled by default)
that hosts the in-game frame-time overlay previously owned by Physics
Optimizer. The overlay now adapts to whichever modules are enabled:
- Always shows: render + physics frame-time graph, timing report.
- Physics Optimizer section (if enabled): LOD fast-path and auto-freeze
quick-toggles with live stats, debug car count line.
- Mesh LOD section (if enabled): total tracked cars, loco/freight split,
per-LOD-level counts refreshed once per second.
PhysicsOptimizerModule retains only the Harmony patches and
CarDebugVisualizer; ShowOverlay/OverlayOpacity removed from PhysicsSettings.
MeshLodInjector gains GetLodStats() and GetLodLevel() for the overlay.
BBox material shader search now tries URP/Lit before Standard.
/rpf overlay toggle redirected to ProfilerOverlayGUI.Instance.
- Rename all MeshLodSettings public fields to camelCase (consistency
with every other settings class in the project).
- Replace the proxy-box renderer's borrowed car material with a shared
matte Standard material tinted to the car body albedo; cheaper at
LOD3 distances and responds correctly to scene lighting at night.
- Expose GetTrackedCounts() and display loco/freight breakdown next to
the Refresh Now button in the settings panel.
Overlay: our IsMouseOverGameWindow patch was blocking StrategyCameraController.TeleportToMouse()
as a side effect. Added native export RRPOPOUT_GetOverlayMouseMapPos (stores imgPos atomically
each render frame, returns normalized map-image cursor coords) and handle the T key directly in
UiHost.Update(), invoking MapDrag.OnTeleport with the correct viewport position. MapDrag.Update()
stays gated behind _pointerOver which never fires on our collapsed canvas, so there is no
double-teleport.
Popout: T key does not fire through Unity Input System when the game window lacks focus. Added
GetAsyncKeyState(VK_T) rising-edge detection in DetachedPanel.Update(), using the last MouseMove
event position (tracked before the drag-only guard) as the viewport coordinate.
Module disabled: all three MapWindow_Toggle/Show/ShowPos Harmony prefixes now pass through to the
game's native map when PopoutModule.Settings.enabled is false. Previously UiService.Install()
always applied the intercepts regardless of module state.
Also removed F10 as a shortcut to switch to the popout - F9 already does this and F10 conflicts
with the Shift+F10 UMM hotkey.
Map: per-track industry labels rendered via Dear ImGui on both the popout
and in-game overlay. Three zoom stages - per-track labels, merged same-name
clusters, and one-per-industry labels at wider zoom. Settings: font size
(min/max with zoom scaling), leader lines, parallel rotation, collision
spread, utility track filters (repair/diesel/loader/interchange), zoom
thresholds per category. C# runs a world-space AABB solver at rebuild so
offsets are rotation-invariant; native runs a per-frame screen-space
fine-tuning pass and draws leader lines.
Mesh LOD: new module skeleton with 4-level LOD group injected on
HandleModelsLoaded - three progressive renderer cull tiers (sorted by
bounds volume) plus a 12-tri proxy box at max distance. lodBias-corrected
distance-to-screenHeight conversion. Debounced live refresh on settings
change. Disabled by default.
Icon culling hides car icons when zoomed out past a configurable threshold
(default 40%), keeping only locomotive icons visible. Locos scale up
automatically when culling is active (configurable boost). An option also
hides MU trailing units. All managed by the new MapIconCuller class with
smooth fade transitions.
EOTD (End-of-Train Device): a blinking red dot at the rear of each consist.
Shown by default when car icons are hidden. Dot size and visibility conditions
are configurable. Implemented in EotdSystem as a programmatically generated
circle texture to avoid asset dependencies.
Added an Icons submenu to the gear menu containing all icon and EOTD settings.
Controls grey out to reflect dependencies: culling sub-settings (MU hide, loco
boost, EOTD) grey out when culling is off; EOTD dot size and hide-when-visible
grey out when EOTD is off. Changes round-trip via UICmd events, persist to
PopoutSettings, and call MapIconCuller.Refresh(). Native state is seeded from
C# on window init via RRPOPOUT_SetIconCullingState.
Settings completeness: added Right-click recenters toggle and Map BG opacity
slider to the UMM settings panel (were only accessible from the gear menu).
Replaced four FindObjectOfType<MapWindow> calls with PanelFinder.GetMapWindow().
Fixed AV false-positive on release zips: ImGui's built-in font blob contained
the substring "UPX", matching the heuristic for UPX-packed binaries. Added
IMGUI_DISABLE_DEFAULT_FONT to strip the blob; ProggyClean.ttf is now shipped
as a separate file alongside the DLL and loaded at runtime instead.
Probe for version-specific types at startup to determine which MapEnhancer
build is installed, then gray out features unavailable in that build.
Three tiers: official v1.5.2 (minimal), v1.6.0 (adds turntable markers),
and the community fork (full feature set). Detection uses type probes -
TurntableHelper for the v1.6.0+ tier, SwitchResetAuditState for community.
Adds HasTurntable and IsCommunity capability flags on MapEnhancerBridge,
imMEHasTurntable/imMECommunity atomics on PopoutWindow, and a two-arg
RRPOPOUT_SetMapEnhancerCaps export. The renderer reads both flags and wraps
community-only menu items in BeginDisabled blocks accordingly.
Updates README with version compatibility notes and comparison screenshots.
Extends the existing MapEnhancer gear menu integration with a full settings
panel covering the options added by the community fork: marker visibility
toggles, scale sliders for flares, junctions, track lines, and crossings,
and bulk switch reset buttons.
Also adds pan-cancels-follow and right-click to recenter on player toggles,
three independent opacity controls (Window, Map Elements, Map Background),
a per-element hover minimum of 50% for the window chrome so controls stay
reachable at low opacity, and fixes to make the compass and toolbar correctly
respond to their respective sliders. Both surfaces (in-game overlay and OS
popout) maintain parity on all new settings.
Map module:
- In-game overlay (UiService) with full map chrome matching the popout
- Six themes (S3 Dark, Railroader Classic, Night Mode, Hi-Vis, Retro Terminal, Custom)
- Per-element custom color editor with hex input and live R/G/B/A sliders
- Independent window and map opacity controls
- Theme and opacity changes apply from both the in-game overlay and the popout window
- Renamed module display name from "Map Popout" to "Map Module"
Native engine:
- SnapshotTheme() helper reduces per-frame mutex acquisitions from two to one
- Toolbar button text color auto-contrasts against the button background
- Compass colors driven by theme data
README:
- Logo, screenshots, and videos for all features
- Physics Optimizer before/after profiler comparison
- Correct MapEnhancer link (maintained fork)
Replace the bare-bones stock map with a full Dear ImGui in-game overlay
(M key). The overlay shares the same toolbar and compass as the OS popout
window: Follow, Pop Out, Gear, rotation compass.
Pop Out button is now in the bottom toolbar where it is actually visible.
Pressing it (or F10) closes the overlay, waits 0.5 s for the camera to
release, then opens the OS popout window. Closing the popout restores the
overlay if it was running when the launch was triggered. Pressing M while
the popout is open closes the popout and reopens the overlay.
Harmony patches intercept MapWindow.Toggle and Show so base-game "Show on
map" links and the map hotkey both route through the S3 overlay. MapBypass
lets internal S3 calls through without triggering the patch recursively.
Camera ownership is enforced in LateUpdate so no base-game script can reset
targetTexture before the camera renders. Object.Destroy replaces Release()
on both RT teardown paths so the D3D address stays live until end-of-frame
and cannot be recycled into a new RT mid-frame.
Consolidates two standalone Railroader mods into one UMM "everything mod"
with an optional-module framework. Modules are disabled by default and
toggled per-module from the S3 settings page.
Core framework:
- IModule contract plus ModuleRegistry, with each module owning a Harmony
instance scoped by its id so only enabled modules patch the game
- Per-module flat JSON settings (SettingsStore). On this Mono runtime
JsonUtility silently drops nested custom-class fields, so settings stay flat
- Foldout-per-module settings panel plus a detector that offers to disable the
old standalone mods if they are still installed
Modules (moved over to parity, verified in-game):
- Physics Optimizer (was RailroaderPhysicsOverhaul): LOD fast-path and
auto-freeze, profiler overlay, debug car tinting, /rpf console commands
- Map Popout (was RRPopout): native map detach window. Pure-UMM install that
drops the winhttp proxy and LoadLibrary's RRPopout.dll from the mod folder.
Native Win32 + D3D11 + Dear ImGui engine included. Fixes a latent break where
the now-private MapBuilder.UpdateForZoom() is reached via Traverse.
Build: dotnet for the managed assembly (netstandard2.1) and CMake for the
native DLL. build-local.ps1 installs into the game, build-release.ps1 packages
the UMM drag-install zip.