Hellion Chat is an independent fork with its own assembly name and
plugin slot, but it kept registering the upstream /chat2* slash
commands. That mixed naming caused two friction points: users could
not tell from the in-game help which plugin owned the command, and
running both Hellion Chat and the upstream Chat 2 side by side would
collide on the registration.
Five commands change:
/chat2 -> /hellion (settings + chat toggle)
/chat2Viewer -> /hellionView (database viewer)
/chat2Debugger -> /hellionDebugger (internal, not shown in help)
/chat2SeString -> /hellionSeString (internal, debug-only)
/clearlog2 -> /clearhellion (clear chat log)
Help strings ("Perform various actions with Chat 2.", "Clear the
Chat 2 chat log") are reworded to match. ImGui internal window IDs
(###chat2-settings, ###chat2-dbviewer) are left untouched on purpose
so existing user layouts for those windows do not snap back to
default. Resource files do not reference any of these command names,
so no localisation work needed.
Drops the entire ChatTwo/Http/ tree (ServerCore, HostContext,
RouteController, Processing, SSEConnection, the message protocol DTOs
and the bundled Svelte frontend) plus WebinterfaceUtil. Also removes
every ServerCore.Send* call site that fed the SSE stream:
- MessageManager.ProcessMessage no longer broadcasts new messages
- Chat.cs no longer notifies on login
- PayloadHandler no longer rebroadcasts on screenshot-mode toggle
- ChatLogWindow no longer announces tab and channel switches
The Plugin class drops the ServerCore field, the auto-start branch and
the Dispose hook. The DbViewer still imported a stale namespace from
the message protocol; the using is removed.
Language.resx and its generated Designer file keep the Webinterface
string keys for now so future upstream cherry-picks do not break on
missing resources. They are dead code from our perspective but harmless.
- Plugin commands trigger the command helper window now
- Fix auto translation with empty text appearing
- Switch up all dalamud payload usage to ROSS if possible
- Prepare 7.5 changes
- Cleanup
- /chat2Viewer is now sorted by date
- Echo everything that hasn't any channel set
- Fixed channel inputs are now enforced
- Added a warning for ECL channel mismatch
Instead of hiding the chat window immediately when the game enters a
"cutscene" condition, wait until the vanilla chat would've been hidden.
This prevents hiding and unhiding during auto-skipped cutscenes.
- Avoids overriding modifiers after leaving a vanilla text box. This
would prevent you from holding e.g. Ctrl between multiple vanilla text
boxes.
- Reworks linkshell rotation code to fix issues with LS number gaps
causing linkshell rotation to not function.
- Adds new setting "Enable inactivity hide during battle" (default:
true) which determines whether autohide should apply during battle
(thanks @aurieh)
- Adds new setting "Chat channels considered for activity" which allows
customizing which channels incoming messages must match to "bump" the
inactivity timer
- Adds new per-tab setting "Unhide the chat window on activity" to
configure whether it will be considered for "bumping" the inactivity
timer when receiving messages that match the new channel filter. Note
that the foreground tab is currently always considered.
- Extends autohide code to apply to poped-out tabs as well. Each popout
window has its own inactivity timer, but focusing the main window will
restore all popped out windows.
Co-authored-by: Auri <me@aurieh.me>
Prevents switching channels to a non-existent linkshell index (for both
regular linkshells and cross-world linkshells). ExtraChat linkshells are
already validated separately.
Prevents ChatLogWindow Draw failures from causing ChatTwo to grab input
focus each frame if the exception occurs during an Activate event.
Adds two configurable hotkeys (plus the required code infrastructure to
handle configurable hotkeys) for cycling the active chat tab forward by
one and backwards by one.