81 namespace declarations and 100 using directives converted via sed,
plus two FQN-aliases (ChatTwoPartyFinderPayload in PayloadHandler.cs and
ModifierFlag in KeybindManager.cs) updated. Critical: Language.Designer.cs
and HellionStrings.Designer.cs ResourceManager string arguments updated
synchronously — these are runtime reflection lookups not caught by the
C# compiler.
Two intentional ChatTwo references remain: the legacy migration path
'ChatTwo.json' in Plugin.cs (still points to upstream Chat 2's config
file by design) and the InternalsVisibleTo declaration in
AssemblyInfo.cs (handled in the upcoming repo-folder rename task).
The local alias names 'ChatTwoPartyFinderPayload' and 'ChatTwoConflictDetector'
are preserved as local symbols; only their target namespaces and references
changed.
Replace the inherited Chat 2 icon with the 1024×1024 Hellion logo
from the Hellion Online Media brand assets so the plugin shows
its real identity in Dalamud's plugin list. Bundle Exo 2 Variable
(SIL Open Font License 1.1) as an embedded resource together with
the OFL license text — keeps the license travelling with the font
inside the assembly as the OFL requires.
A new Configuration.UseHellionFont (default true) plus a checkbox
in the Privacy tab Appearance section route FontManager's regular
font handle through tk.AddFontFromMemory using the embedded TTF
bytes when the toggle is on; flipping it off falls back to the
existing AddFontWithFallback path so users who picked their own
system font under Settings → Fonts keep that choice.
Settings.cs now treats UseHellionFont as a font-changing setting
so toggling it triggers FontManager.BuildFonts on save without
needing a plugin reload.
Two long-standing upstream bugs surfaced in our distribution as
red error rows on every plugin load. Neither is caused by the
fork's own code, but both happen under our plugin name in the
log so they had to go before the plugin gets handed to anyone.
EmoteCache.LoadData fed BetterTTV's API responses straight into
Dictionary.TryAdd. The Top100 endpoint occasionally returns rows
with a null Code field, which tripped ArgumentNullException and
killed the entire emote load. Filter null/empty codes out
explicitly before insertion so a single bad row no longer breaks
the cache for everyone else.
FontManager.BuildFonts called fontId.AddToBuildToolkit without
guarding for the case where the configured SystemFontId points at
a font that isn't installed (e.g. "Crimson Text" on a Linux box,
or a font the user uninstalled after picking it). The atlas build
then crashed and dumped a Dalamud DelegateFontHandle error every
single load. Wrap the call in AddFontWithFallback: if the font
isn't found, log a warning, fall back to the bundled
NotoSansCjkRegular asset and continue. Applied to both the regular
and italic font handles.