Version, manifests, changelog and the Forge post for the tell-focus and
tab-closing fixes.
The manifest changelog drops the 2.0.1 block to stay inside the four-entry
slim rule; earlier history keeps its link. The roadmap loses the
GlobalScaleSafe item, which is done, and gains two that came out of this
cycle's review: PopoutSlotMap has no synchronisation, and the database
viewer and symbol picker are still English -- 90 Unicode character names
in the picker alone, which is a cycle rather than a patch note.
Reported by Carla: a tell arriving while you are typing pulls the focus
away. The interruption is the visible half. The sharp half is that the
input buffer belongs to the WINDOW while the send target is read off
whatever tab is active at Enter -- so a line typed at one person could
leave addressed to whoever just wrote, and in this game losing the
keyboard means the next sentence walks the character around.
Nothing is revealed now while any chat surface is mid-sentence, in any
mode. The tab still appears and still carries its unread mark. The check
lives in its own file because the answer has to be identical everywhere:
it started inside the reveal plan, and a second pop-out path walked
straight past it -- AutoTellTabsService opened windows off its own flag,
at tab creation, a tick before the router was ever asked.
Those two paths are one now. AutoTellTabsOpenAsPopout and TellAutoOpenMode
were two settings for one decision, and the older one won every race,
which is why the other looked inert. Config schema 28 carries the old flag
forward so nobody's behaviour changes. "Off" went with it: it never
stopped the tab from being created -- that is the auto-tell switch -- it
only stopped the jump to it, which is what the switch below it does.
Also in here, all from the same corner of the code:
- Closing a tab was lost in the v2.0.0 rebuild. The trash entry lived in
the retired ChatLogWindow menu, and the rebuilt one restored rename,
sound, pop-out and pinning but not this. For tell tabs that left no way
out at all: IsEditable keeps them out of the settings editor on purpose
and points at the context menu, which could not close them either.
Pinned tell tabs stay disabled with a tooltip rather than absent.
- Re-anchoring the active tab used an unconditional Tabs[0] in three
places, and Tabs[0] can be popped out -- so it ran OnTabActivated over a
tab live in its own window and stripped its tell binding. With every tab
popped, the seed and the re-anchor also fought each other every frame.
- PinTab_LimitReached still pointed at "Promote to permanent", removed in
May. Spanish said "Desija", which is not a word; Greek left "tell tabs"
untranslated; pt-PT broke its own unpin verb.
- Pop Out was a hardcoded English literal despite the key existing in all
25 languages since v1.5.6, and the tell-open modes were the last English
display names in the plugin.
- Segmented setting rows measured 200px flat, which cut German labels in
half. They size to their longest label now.
- Metrics.Scale still called GlobalScaleSafe. It is an alias for
GlobalScale in current Dalamud, and dropping it clears the last compiler
warning in the project.
Housekeeping only, no behaviour change.
The v2.0.0 changelog block moves out of the plugin manifest to stay
inside the four-subblock limit; it remains in docs/CHANGELOG.md.
The installer text ran 908 characters and opened by naming a category
rather than saying what the plugin does. It now says it in the first
sentence and stops at 367.
Two things were also wrong rather than long: it claimed 24 locales when
there are 25, and the punchline in repo.json did not match the one in
the yaml, so the store listing and the plugin details showed different
sentences.
Attribution is unaffected -- it lives in NOTICE.md, README.md and the
licence, which is where the notices belong. This field is a product
description.
The HTTP server, its routes and the Svelte frontend went out with
c2801c4 on 2026-05-02. The 30 resource keys behind them stayed, in all
25 languages, and the generated designer kept a property for each.
Verified before deleting, not assumed: every key was matched on word
boundaries against all 382 repo files excluding the resource bundles
themselves, and none appears anywhere. No dynamic resource access exists
in this codebase either -- no ResourceManager.GetString with a literal,
no using alias, no interpolated key name -- so the caller scan is
trustworthy here.
The designer is regenerated by a Visual Studio tool that does not run on
a CLI build, so its properties are removed by hand alongside the resx.
Three fixes, all of them things that simply did not work: the context menu
in pop-out windows, the screenshot mode toggle, and text the game colours
without an alpha byte.
The 1.5.6 changelog block moves out of the plugin manifest to stay inside
the four-subblock limit; it remains in docs/CHANGELOG.md.
Codes like POP-1c or B4b-2 name a task in a planning document, not
anything in the code. A reader has no way to resolve them and they age
into noise the moment the document is closed. Where a code was used as a
reference, the sentence now names the function it meant.
Screenshot mode is a persisted setting, but neither of the two toggles
saved the config. Turning it on only stuck when some unrelated save
happened to run afterwards -- and once it was stored, turning it off never
reached the file at all, so it came back on with every plugin load.
Both toggles save now. An install currently stuck on it needs one click.
Right-clicking a name or an item inside a pop-out did nothing at all.
One payload handler is shared by the main window, every pop-out and the
input preview, and it holds a single popup state. The main window is
registered first, so it draws first, finds no open popup in its own scope,
reads that as "closed" and clears the state -- before the window that
actually opened the popup gets its turn.
The popup now belongs to the surface that opened it. The others leave its
state alone instead of dropping it. The rule itself sits in its own helper
because the handler pulls in Dalamud and cannot be loaded from a test.
The game hands out some of its configured colours as ARGB with the alpha
byte left at zero. The byte swap then moved that zero into the alpha slot
and the text drew fully transparent.
Two guards, and they belong together: forcing alpha on a colour that is
zero everywhere would turn "no colour" into opaque black, which slips
past the invisible-text fallback in ChunkUtil and paints over the colour
the renderer would otherwise inherit.
Removing BetterTTV took out the plugin's only outbound network call, and five
documents were still describing it as present. PRIVACY.md led with "one outbound
network call exists by design" -- the opposite of what shipped an hour ago, and
the one claim in that file people actually check.
PRIVACY.md now opens with none at all. The section that described the call is
kept and marked as removed rather than deleted, so the claim can be read against
what it replaced: the startup fetch meant BetterTTV saw an IP as soon as the
plugin loaded, whether an emote ever appeared or not. Worth leaving visible.
BetterTTV also comes out of the third-party table, which now lists only the two
parties nobody using this plugin through Dalamud can avoid.
SECURITY.md listed the EmoteCache HTTP client as in scope for reports. There is
nothing there to report on.
THIRD_PARTY_NOTICES.md named the call as current; both entries it has ever
carried are now historical.
README dropped the pointer to the outbound call and the switch for it, a
stability bullet about a crash fix in code that no longer exists, and the line in
the Chat 2 migration that moved an emote cache directory nothing reads.
ROADMAP gained 2.0.1 and 2.0.2, and a section for what the 2.0.0 push left
behind: 47 overlong comment blocks, channel names translated in only ten of the
25 languages, an orphaned EmoteCacheV1 directory on anyone who ran an older
build, and the deprecated GlobalScaleSafe call that is the last compiler warning
in the build.
BetterTTV emote support is removed rather than switched off. Its shared-emote
endpoint went behind authentication and that is where nearly all of them came
from; what was left is the 65-entry global set, eleven of those on the plugin's
own known-broken list, so 54 largely static images from Twitch's early days.
Exactly one is animated, and that one is 492 frames at 140x140 -- 37 MB of
texture memory for a single emote, uploaded one frame at a time. Not worth a
network call and an on-disk cache on every start.
Gone with it: the download path, the cache directory, the GIF renderer, the
settings section, the block list, and 13 translation keys across 50 resource
files. 1567 lines. The plugin now makes no outbound network calls at all, which
is the claim PRIVACY.md has always wanted to make without an asterisk.
EmotePayload and its MessagePack type byte stay, deliberately. Around a thousand
rows in a two-month-old database carry them, and dropping the type would make
those fail to deserialise -- the history is the one thing 2.0.0 promised not to
touch. Nothing writes one any more and a stored emote renders as the code that
was typed, which is what the sender saw when they typed it.
Five descriptions in the Window tab printed {0} where the plugin name belonged,
handed to the widget directly instead of through string.Format the way the rows
around them do. Every language was affected including English; German surfaced
it because the placeholder lands at the start of the sentence there. A test now
walks every placeholder-carrying resource string, finds its uses, and fails on
an unformatted one -- verified by putting the defect back and watching it go red.
New preview images. The old set was from 2026-05-08, older than every cycle in
2.0.0, and showed stacked ImGui defaults to anyone browsing the installer. Taken
with screenshot mode on so no character names reach a public repo. The wizard
takes the theme picker's slot.
The three in the plugin installer were from 2026-05-08 and showed the plugin as
it looked before any of the window rebuilds -- older than every cycle that
shipped in 2.0.0. Someone browsing the installer saw stacked ImGui defaults.
Taken with screenshot mode on, so the character and world names are replaced
rather than published: the chat shot would otherwise carry a free company
conversation onto a public repo.
The wizard replaces the theme picker in the set. It is the first surface a new
user meets and it now has something to show; the theme picker is reachable from
the settings shot behind it.
Manifest still points at the old file in this commit -- the URLs are checked
against the pushed tree, so the new image has to exist there before anything can
reference it.
It called the theme engine "a step toward a distinct UI look and feel", which
was true when it was written and stopped being true somewhere around the fourth
window rebuild. It also pointed new readers at `/hellionchat`, a command that
does not exist -- the family is `/hellion` -- and put the wizard at three
profiles when it has had four since May.
The intro says what the plugin is now: a fork by origin, with everything above
the message store rebuilt, and the differences from upstream named as features
rather than as a rewrite plan. The paragraph no longer repeats what the upstream
section further down already explains in more detail.
Added the plugin notice the wizard shows every user. The repo front page is the
other place someone lands first, and it was the only one of the two that said
nothing.
Counted the themes rather than trusting the number I was about to write: ten
built-in palettes, not seven.
Both remaining `/hellionchat` and "24 locales" mentions sit under headings that
say "kept for context" and describe the state at that version. Those stay wrong
on purpose.
Semgrep blocks on gha-curl-pipe-shell, and it is pointing at the publish step
added an hour ago. The rule exists for `curl https://…/install.sh | bash`:
remote content reaching an interpreter. What this actually did was pipe a JSON
response into a python3 -c inline script -- the interpreter and its program both
live in the workflow file, and the server only ever supplied data.
A false positive, then, but the rule cannot see the difference between an
interpreter reading a program from stdin and one reading data, and neither can
the next person to read the step. Responses go to a file and are read from
there. Same shape as the finding suggests, and worth having anyway: a response
that is on disk can be looked at when a call misbehaves, instead of vanishing
into a pipe.
Verified by falsification rather than by a green run: the same ruleset against
the previous revision of this file reports 1 blocking finding, against this one
zero. Without that check a passing scan only proves the rule was not loaded.
Same-day hotfix on 2.0.0, nothing user-facing. It exists because the 2.0.0
archive was built before the MessagePack lift, and because the fixed release
workflow needs a tag to prove itself on -- 2.0.0 cannot, since Gitea reads the
workflow from the tagged tree and that tree still holds the broken version.
Not force-moving the 2.0.0 tag: its release object exists with the archive
attached, and someone may already have pulled it.
The v2.0.0 tag built fine and then died on its last step: gitea.com's
release-action declares `using: go`, the runner has to compile it, and act
cannot -- exec: "go": executable file not found, exit 127, after a green build.
The zip existed and never got attached, so the Discord announcement went out
while the download link pointed at nothing.
This is a known failure. It was diagnosed on another repo in June and the note
from then says in as many words that this repo carries the same pattern and
should migrate before its next release. It did not, and here we are.
The publish step is a plain curl call against the Gitea API now, running in the
job image with curl and python3, independent of go, the action cache, and
whatever @main happens to point at. Idempotent by design: a re-run reuses an
existing release and replaces the asset rather than failing on the duplicate,
which is exactly the state a recovery run finds.
MessagePack moves from the 3.1.4 floor to 3.1.7, which is what the trivy scan
was failing on. The range already allowed it -- NuGet resolves the lower bound
of a range, and trivy reads it the same way, so the floor is the version that
counts. The advisories are recursion depth in Skip and an LZ4 decompression
fault, both reachable only through crafted input; this plugin serialises its own
payloads and reads back its own bytes from a local database, so the practical
exposure is someone who already has write access to the file. Lifted because it
costs nothing and a scan that stays red for a known-harmless reason is how a real
finding gets missed later.
The 2.0.0 reset put every install on the shipped defaults for the first time, and
that exposed which of them had never actually been used. The sidebar was the
loudest: 44 pixels, a width carried over from the v1.2.0 icon-only layout and left
in place long after the sidebar started drawing labels beside those icons. Every
tab name came out clipped. Nobody had noticed in cycles because everyone had
widened it by hand -- 160 in the config this was measured against.
Default 160, and the floor moves from 40 to 130: where a tab name stops being
readable in German, which is the longest of the 25 languages, rather than where
the icons stop fitting. Anyone who wants it slimmer wants the collapsed layout,
and that is a separate width.
Glyph ranges had the same shape of problem with a worse outcome. They were only
ever filled when someone picked a language explicitly, so an install left on
"follow Dalamud" -- the default -- got none at all. That went unnoticed while
configs accumulated ranges over months; a fresh config has none, and a tester on
a Korean, Chinese, Cyrillic or Greek client would have come out of this update
reading boxes. The load path derives them from the Dalamud UI language too now.
The rest are preference defaults taken from a config that has been in daily use
across every one of these cycles: compact density off, title bar off, compact
timestamps on, compact tell tabs on, honorific glow on, 100 messages of tell
history preloaded, inactive opacity 0.75, command help on the right. New tell
tabs open as pop-outs, because the wizard's closing step tells the user to try
/tell and watch exactly that happen.
Two values were deliberately not carried over. SeenPopOutInputHint and
SeenPopOutHeaderHint are not preferences, they are "this user has seen it"
markers -- shipping them as true would mean no new user ever sees the hints that
explain a feature people did not find on their own. The greeted toggle stays off
as well: it is opt-in for people who greet.
Also dropped the light-bulb emoji from the wizard's closing hint in all 25
languages. UI icons come from the icon font here, not from emoji.
v1.6.0 through v1.15.0 were never published. The whole window layer was being
rewritten from ImGui defaults to custom drawing, and repo.json deliberately kept
its links on v1.5.6 so nobody could update into a half-finished state. That work
lands here in one release.
The config is not migrated, it is replaced. A config carried across nine cycles of
window rebuilds holds values chosen against surfaces that no longer exist, and
starting over is the only way to be sure every install is on the same defaults.
The message database is a separate file and is not touched. The old config is
copied to HellionChat.json.pre-2.0.0.bak first, so rolling back to 1.5.6 stays a
file copy rather than an evening of clicking settings back in.
Config schema 27. The reset runs from the constructor, before LoadAsync seeds the
default tabs, and the self-test now fails if the tab list is empty at /xlperf --
that ordering breaking would leave every user with no tabs and nothing else in the
plugin would notice.
Default layout gains an Emote tab: custom emotes, standard emotes and echo. A
tester asked for it, emotes get lost between system notices otherwise.
Manifest, README, roadmap and the four changelog consumers are on 2.0.0. The
release notes lead with what was fixed rather than what was redrawn -- retroactive
cleanup that could never be applied, a compaction that reported deleting nothing
while deleting everything, pinned tell tabs that came up empty for a session. And
with the one behaviour change users should know about: the channel grid is
authoritative over storage now, so anyone who had unticked channels while the
unknown-channel failsafe was on stores less than they did before.
The first sweep matched a character class that swallowed the digit, so a bare
B1 slipped through while B1-2 was caught. Searching the whole A-Z space instead
of guessing prefixes turned up 130-odd more: B0 through B6, C2, C3, D1, H2, M6,
P7, P8, T2, W2, plus GP-04, KB-01, OD-1, PM-1, PM-3, SEC-01, TR-4, TR-7, UI-11,
UI-12, XC-8 and API-3.
Kept deliberately: 41 B4 01 is a byte signature, "N0" a format string,
#L119-L128 a source anchor, LS4/LS6 are linkshells, and A=FF B=0C G=41 R=C2
explains a colour-channel order. Those look like codes and are not.
Also translated the eight German comments left in the theme files and
ImGuiUtil. Seven of them described what a palette does to which channel, which
is worth reading -- just not in a second language in an otherwise English
codebase.
A comment that reads "MUST stay in lockstep with TryGetActiveCrossfade (K8)"
helps nobody outside the plan that used to have a K8 in it, and the plans are
not in this repo. Same for "Spec FR-4", "plan §B.2", "Sub-Task 4.4" and the
F/R/M/A/S round codes scattered through the style engine and the self-tests.
Personal names go too. "tester feedback from Jin (v1.4.7)" and "Flo decision
2026-06-15" carry the reason fine without naming anyone -- the version and the
reason are the parts a reader can act on, and a public repo should not need a
cast list to be read.
The rule applied throughout: keep the why, drop the reference. Version numbers
stay, since those resolve through the changelog. 77 files.
ChunkUtil also carried 281 lines of commented-out code -- an older ToChunks
variant and two helpers with no callers, inherited and never removed. Deleted;
git remembers them.
The cards were the last surface still drawn from ImGui defaults: four emoji on
stock child frames, sized to a fixed 2x2 grid that clipped the longer privacy
descriptions in half the supported languages.
They are tiles in the row language now -- a resting surface, an accent bar down
the left edge when chosen, a held hover over both, tracked caps for the heading.
The emoji are FontAwesome glyphs from the icon font the rest of the plugin
already uses. Each card measures its own height from its text and the pair in a
row takes the taller of the two, inside a scrolling frame, because cutting a
privacy choice off mid-sentence is not a thing this plugin gets to do.
Step three moves onto ToggleSwitch rows and a drawn theme field with a popup
built from PopupRow, using the transient widget overloads throughout: the
Func/Action pair saves on every click, and this step is staged until Finish.
The welcome page is opaque, unlike every other window here. Those are read at a
glance over the game; this one is read once and carries a privacy decision. The
fox sat on a hardcoded off-white rectangle that read as paper taped to the
window -- it is a disc now, tinted from the theme accent and only lightened as
far as the black linework needs, measured rather than set.
Three defects surfaced while doing it, all older than this work:
- The GDPR notice for full history had been translated into 25 languages and
drawn nowhere since the four-step rewrite dropped it on 2026-05-18. It is on
the card where the choice is made.
- Two cards claimed to be recommended: the badge sat on casual while the data
minimisation heading still said "(recommended)" in every language. The suffix
is gone, and the word it carried became the badge label.
- The wizard had no way back into it at all. /hellion wizard reopens it, and
OnOpen resets the staged state so a second run cannot commit picks from a
first one the user never saw.
The welcome text drops the fork framing: Chat 2 and this plugin have diverged
far enough that the codebases no longer line up, so it reads as history in a
muted line rather than as a justification up front. In its place is the notice
that plugins are a grey area in this game and do not belong in public channels.
Channel names in it come from Language.<lang>.resx per language, so the German
build says Sagen/Rufen/Schreien and the Polish one says Say/Yell/Shout, which is
what a Polish player actually sees on an English client.
The wizard is the first thing a tester ever sees and it was the last surface
still drawn in ImGui defaults -- stock buttons under a hardcoded forge bronze
that ignored the active theme entirely, since v1.5.2.
Block A is the frame: the settings backdrop at full strength, pagination dots on
the contrast-checked theme accent (current step filled, the rest rings, so the
position reads by shape), step-3 section headers in the tracked-caps-and-fading-
rule language every finished window uses, the primary action as the chamfered
accent pill, and back/skip as ghost links. The selected profile card's border
and the step-4 accents follow the theme now too.
Still open, deliberately: block B gives the profile cards their real shape --
including replacing the emoji icons, which have stood against the global
no-emoji-as-UI-icon rule since the cards were built -- and block C moves the
step-3 checkboxes onto ToggleSwitch rows and the theme list onto PopupRow.
The input row cycle: two ghost buttons and a menu where five filled defaults
sat, a field with its own surface and focus rail, popups built from the
sidebar's row shape, a softened seam to the conversation, and hover fades at a
human pace. Plus the style lab and the preflight guard for the RGBA/ABGR trap.
Local state only. repo.json stays on 1.5.6.0.
Note on shape: these commits were made directly on main by mistake and were
re-homed onto feature/v1.14.0 before this merge, so the branch-per-cycle rule
holds in the history even where it slipped in the moment.
Version to 1.14.0 in the csproj, changelog and roadmap for the local state. Not
published: repo.json stays on 1.5.6.0, links untouched.
The changelog leads with what the row became and is honest about how it got
there: every style decision in this cycle was made by looking at variants in the
lab, in-game, against the live theme -- and the two recurring traps of the day
(the RGBA/ABGR contrast swap, popups that do not size to their content) each
left a guard behind rather than just a fix.
Smoke-tested continuously by Flo through the evening rather than at a single
gate: the contrast bug, the clipped menu, the hover speed and the seam hardness
were all his catches, live, and each is named in the log where it was fixed.
The halved rates were still judged much too fast, so: 3/s in, 2/s out. Rise in
roughly 330ms, settle in 500ms. The textbook says hover fades live around 150ms;
the textbook does not play this game, and the person who does gets the vote.
Timing guard moved with it.
Tester feedback via Flo, aimed at the sidebar tabs but true everywhere: 14/s in
means a full fade in seventy milliseconds, which is five frames -- fast enough
to read as a flicker rather than a fade. Halved to 6.5/s in and 4/s out, which
puts the rise around 150ms and the settle around 250ms, where UI fades usually
live.
And the curve was linear: one speed the whole way, then a dead stop. Consumers
now get a smoothstep over the linear state -- soft start, soft landing -- while
the state itself stays linear, because the evict rule and the advance step are
written against it. Every hover in the plugin inherits both changes through the
one Query call, so the sidebar, the popups, the ghost buttons and the message
rows all breathe at the same pace.
The timing test now guards the other direction: it fails if anyone drifts the
rate back toward light speed.
Tester feedback, relayed by Flo: the transition from the tab list to the chat
field is too hard, and the tabs could present themselves better. Three causes,
three changes, no structural touch -- tabs stay tabs, per the standing decision.
The full-width border line under every row was a ladder of hard cuts. It is a
fading rule now, starting past the icon column and dissolving before the right
edge -- the same shape the section headers have used since v1.11.0, at about
half the opacity.
The gap between the sidebar group and the message area was a bare strip of
window background with a hard edge on both sides. A faint surface wash fades
across it toward the messages, turning the cut into a seam.
And the selected tab bridges that gap: its active fill extends across the
spacing so it touches the conversation it selects -- the classic tab metaphor,
attached instead of adjacent. The bridge is a RowStyle knob (default zero), so
sidebar rows opt in and nothing else inherits it. Hover fills picked up the
standard three-pixel rounding on the way.
An ImGui popup does not grow for draw-list content, so both new popups carried a
fixed minimum width -- and German outran it within a day. The menu clipped
Schnellauswahl and Chat ausblenden mid-word; the channel picker would have done
the same to Freie Gesellschaft on a narrow theme font.
PopupRow gets a CalcWidth that measures label plus icon plus padding under the
faces that will draw them, and both popups take the widest visible entry as
their width. Locale-proof by construction: whatever language writes the longest
string sets the size.
Fifth and sixth occurrences of the same defect in one day, this time in PopupRow
and three spots in the lab. The menu entries and the channel picker were
unreadable at rest on the green theme and only became legible on hover, because
the hover lerp pulls toward a correctly converted accent -- which is exactly the
symptom the tester reported.
The shape of the mistake is always identical: a raw ThemeColors member (RGBA)
handed to EnsureContrast (ABGR). The compiler cannot see it, both layouts are
uint, and a stray extra RgbaToAbgr around the call makes the result look
plausible while measuring a contrast between two colours that are never on
screen.
So this commit is mostly the guard. preflight Block G runs
scripts/verify-colour-channels.sh, which flags any raw theme member in either
argument of EnsureContrast across the UI tree. Falsified before trusting: broken
deliberately, it goes red; and on its very first real run it caught three
offenders in the lab that a hand-rolled grep had missed minutes earlier.
Flo picked the third variant in all four lab sections, with one warning attached:
bind the glyph and text colours to the contrast helper or the theme, or they
drown. The warning was well aimed -- the ghost buttons from the previous commit
were feeding RGBA into EnsureContrast, the same channel-order mistake the header
made this morning, and the pill text was raw TextPrimary on an accent fill with
no check at all. Every colour in the row now goes through EnsureContrast against
the surface it actually lands on.
What changed shape:
The icon buttons glow. Flat at rest, and on hover a soft fill with an accent
glow border rising on the held hover value -- DrawGlowBorder's first caller ever.
The lab version of that glow had its alpha in the wrong byte (DrawGlowBorder
reads RGBA, ApplyAlpha writes ABGR), so what Flo approved was a full-alpha glow
with a dimmed red channel. Fixed in both places, with the alpha byte set by hand.
The channel pill is chamfered, the segmented control's corner language, with the
white depth gradient kept. The rounded Pill widget stays untouched for the
status bar.
The channel header trades its fading rule for a tenth-opacity accent wash from
the top edge. Colour as atmosphere rather than as a box -- at this strength it
survives the violet themes that killed the filled bar in v1.11.0.
The lab stays in permanently, by Flo's call: a dev playground for seeing ideas
in-game against the live theme. Its radios now default to what shipped, so the
window doubles as a record of which variant won.
Five filled plates become two ghost buttons and a menu. The plates were ImGui
defaults sitting between a drawn pill and a drawn status bar -- three shape
languages in the one row a user works in, which is what the tester's screenshot
made obvious. The ghosts follow the sidebar's icon buttons: nothing at rest, a
held hover fill, the glyph lifting toward the accent.
Symbols stay outside the menu because they are used mid-sentence. Theme,
settings, screenshot and hide move in; the screenshot toggle was allowed in only
because its state moved to the status bar first, as an accent pill that shows
while the mode is on. A privacy state behind a closed menu answers nothing.
The input field paints its own rounded surface and hands ImGui a transparent
frame, so the widget draws only text and caret -- the Boutique.Inputs technique
from Character Select+, no rebuild of the widget itself. Focus is a two-pixel
accent rail on the left edge: the same mark the rows, the popups and the message
list already use for "this is where you are".
The channel pill gets the CS+ treatment, a faint white gradient and a one-pixel
light along the top edge. White over the fill rather than a second hue, so it
reads as depth in every palette.
And the popups that open from the row are made of PopupRow now -- the sidebar
row's shape, which is also exactly what CS+ draws for its own popup entries. The
channel picker was the reported case: a drawn pill opening a list of naked
selectables, the style breaking mid-click.
A hundred-odd pixels of button reserve go back to the input field.
Four elements, three variants each, drawn side by side in real ImGui against the
live theme. Reachable with /hellion lab.
The alternative was drawing mockups, and mockups are what sent this cycle wrong
once already -- they predate the settings window learning that structure is
typography and only controls get a fill. A picture also cannot show the part that
matters most here: switching themes switches which variant works.
Everything it draws comes from helpers that were already in DrawListExtensions
and had almost no callers. DrawSlipPolygon and DrawVerticalGradient had one
between them, in SegmentedControl. DrawGlowBorder had none at all.
Temporary, and deliberately not behind DEBUG: the decision happens in the build
Flo runs. It comes out once the variants are picked.
The mockup draws this band as a filled surface, and I built it that way. The
settings window used to draw its section headings the same way -- and dropped it
in v1.11.0, with the reason written into SectionHeader: a fill reads fine against
blue themes and vanishes against violet ones, because its only distinction from
its surroundings is hue. Tracking is shape, and shape survives every palette.
Side by side with yesterday's build the difference was obvious: the settings
window sets VERHALTEN and TASTENKÜRZEL as tracked caps with a rule that fades
out, while the chat window right next to it carried a lit bar. One window was
three weeks ahead of the other.
So the plate is gone and a fading rule runs between the channel name and the
world, stopping short of it. Same shape the settings headings have had since
ced7ea0.
Worth writing down because the mockups are where this came from, and they are
from before that lesson. They are the starting point of the style track, not its
target -- the target is how far ImGui can be pushed, and the plugin has been past
these drawings since v1.11.0.
Both reasons the channel-rows idea existed are gone. It was written when the
sidebar was flat and unstyled; v1.10.0 gave it row surfaces and it already groups
pinned and auto-tell tabs under headings. What was left was a change to how the
plugin is operated rather than how it looks -- and tabs are what users have
learned to use.
Next two are the input bar and the first-run wizard, the last surfaces still
drawn in ImGui defaults.
Typography cycle. Named type roles instead of one size, a channel header above
the conversation, timestamps in a column of their own, rows with a surface, and
local plus server time in the status bar.
The heaviest finding was not typographic. Screenshot mode reached one of the four
surfaces that draw a tab name, and an auto-tell tab is named Player@World -- so a
picture of the default view named the conversation partner while every message
below it was anonymised. All four share one rule now.
Config version 26. Local state only; repo.json stays on 1.5.6.0.
Reconnection cycle. Export, the tab editor, database maintenance and pinning were
unreachable after the v1.6.0 window rebuild; all four are back, the settings
window is translated into 25 languages, and the channel grid decides what gets
stored.
Local state only. repo.json stays on 1.5.6.0 and the download links are
untouched.
Version to 1.13.0 in the csproj, with the changelog and roadmap entries for the
local state. Not published: the public release stays at v1.5.6, repo.json keeps
its 1.5.6.0 manifest and all three download links are untouched.
The changelog leads with the screenshot-mode gap rather than with the typography,
because that is the part that changes what a user's own screenshots contain. An
auto-tell tab is named "Player@World", and three of the four surfaces that draw a
tab name had no rule about it -- so a picture of the default view named the
conversation partner while every message below it was anonymised. Anyone who has
shared a screenshot from an older build should know that.
Config version 26 is in there for the same reason. Its migration marks existing
tell tabs as partner-named, and it says plainly what it cannot do: a tab promoted
to permanent before this version keeps its name and loses every marker, so
nothing in the stored data says where that name came from.
Known issues carry the honest tail: the header recomputes its widths every frame
instead of on the status bar's tick, and all three font handles now rasterise the
full glyph range -- the cost of letting the channel name use the smaller face
without breaking on an umlaut.
The migration self-test asserts what v26 actually does now, rather than only that
the version number moved.
Both clocks in the status bar, in the game's own LT/ST notation. Anyone agreeing
on a time across regions reads them off one line instead of doing the arithmetic
in their head.
Server time is not computed here and must not be. Framework.GetServerTime() hands
it over, so the plugin follows whatever Square Enix does with it -- a local UTC
conversion would be right today and quietly wrong the day that stops holding.
Umbra reads it the same way. The slot drops out on its own like every other one,
and it is empty while logged out, because then there is no server to read a clock
off.
The header gives up its clock in exchange. With both times in the status bar it
would have been the third copy of the same number on one screen, and the header's
job is to answer where you are, not what time it is.
Its title also moves down to the meta size. Tracked caps at body size read like a
headline, and the header is meant to answer a question rather than announce one.
That only works because the meta face now carries the full glyph range: it was
built with an ASCII-sized one on the assumption it would only ever draw clocks
and world names, and a single umlaut in a tab name would have broken it. All
three delegate handles rasterise the full set now -- the honest cost of the
change, and the reason the size distinction is worth having at all.
Two things fell out along the way. The detail no longer needs a flag saying "draw
me in the body face", because there is no glyph the meta face cannot reach. And a
culture-pinning test lost its subject when the clock left, so it asserted nothing
and is gone rather than repaired.
It has only ever lived in the right-click menu on a player name. For a privacy
feature that is the same as not existing -- reported as missing by a tester who
has been running the plugin for months and never found it.
Now a camera in the input row, next to hide-window, and lit in the accent colour
while active. A mode whose state you cannot see is worse than no mode: the whole
point is knowing whether the names on your screen are real before you press the
screenshot key.
The button reserve goes from 130 to 156 to fit it. No new string -- the context
menu's label is already translated into all 25 languages and says exactly what
the button does.
EnsureContrast works in ABGR. I handed it the theme's RGBA on both arguments, so
it swapped red and blue in the foreground and in the background, measured a
contrast between two colours that were never on screen, and returned a result in
the wrong order -- which then went through RgbaToAbgr a second time.
On a violet surface with a teal accent that came out as dark bordeaux on dark
violet: the exact unreadable pairing the call was there to prevent. Reported from
a real screenshot, not from a test, because nothing here is testable without a
draw frame.
Every existing caller in the codebase passes ABGR -- SettingsPalette hands over
_palette.Abgr(...), SegmentedControl uses fields literally named LabelAbgr and
TrackAbgr. Mine were the only three that did not, and all three were written in
this cycle.
The comparison value comes from the message data, not from a variable carried
between rows. In 1.5.6 the loop walked every message and skipped invisible ones
with a dummy, so what it remembered was the last *visible* stamp. The virtualised
list only iterates the visible window, so the row above that window was never
drawn at all -- a carried variable would hold whatever was on screen before the
last scroll, and the first stamp after every jump would be wrong.
No predecessor means draw. Scrolling into the middle of a log would otherwise
swallow the only stamp on screen.
Both draw paths now pass an index; the linear one was a foreach and had none.
The setting is on by default and existed with translations in twenty-three
languages -- Catalan and Italian had kept the English string, so those two are
done now. It needs no fingerprint entry: the column stays reserved when the stamp
is suppressed, so hiding one changes no row's height.
The header was the only place that knew a tab name can be a person. The sidebar,
the tab strip and a pop-out's window title drew the same "Player@World" string
untouched, so a screenshot of the default view still named the partner while the
messages underneath were anonymised. Guarding one surface out of four guards
nobody.
The rule sits in one place now and all four read it. Names are replaced rather
than blanked: a nameless tab in a strip of tabs is worse to use than a
placeholder, and the sidebar has no room to explain itself. The salt is drawn
fresh on every plugin load, the same reasoning the message path uses -- a stable
label would let two screenshots taken weeks apart be tied together.
The tab strip resolves once and both measures and draws that value. Measuring one
string and drawing another would have sized every tab wrong the moment the mode
came on, which is the kind of thing that looks like a layout bug and gets fixed
in the wrong place.
The arithmetic had tests from the first commit; the table in front of it did not.
Factors is indexed by the enum, so a role inserted in the middle shifts every
factor below it -- and each one still resolves to a plausible size, which is
exactly why nothing would have failed.
Three files were missing their TEST-MIRROR marker despite having mirrors. The
marker is how the drift check finds them.
This morning's fix hung on TellTarget, and TellTarget is routing state that the
codebase clears deliberately. StripTellBindingOnPromote sets IsTempTab false,
empties TellTarget, and keeps the name -- so a promoted tell tab is called
"Player@World" permanently while carrying neither marker, and falls through both
possible checks. That state survives restarts. A pinned tab whose binding did not
survive a save is the same hole with a different cause; the auto-tell service
logs that case as expected and repairs around it.
The flag is set where the name is built from a partner and is not cleared by
promotion. Renaming clears it, because at that point the user typed it.
Config v26 carries it backwards for tabs that already exist: anything still
holding a tell binding or the temp flag got its name from a partner. Tabs
promoted before this version cannot be recovered -- nothing in the stored data
says where their name came from -- and renaming one has the same effect anyway.
Two more things the header was giving away. Its icon for an auto-tell tab is
derived from the partner and stable across sessions, which is three bits of
linkable information on a picture meant to be shareable; the message path
re-salts its name hashes on every load precisely to avoid that, so screenshot
mode now falls back to a plain envelope. And a world name that is not ASCII --
the CN and KR clients have those, and we ship translations for both -- was being
drawn in the meta face, which carries ASCII and a middle dot. It would have come
out as question marks, the same defect the split was built to prevent.
Plus two that are not privacy: the header had no FontsReady gate, alone among
the drawing components, so its band height and baseline offset were wrong in
exactly the frames this cycle made more common. And a long tab name ran past the
band and got cut mid-glyph at the window edge; it fits now, the way the honorific
header already did it.