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[UI] VinyUI 7.1

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Caffeine
Posts: 702

Re: [UI] VinyUI 7.0

Post#1711 » Wed Aug 26, 2026 7:32 pm

pkasso wrote: Wed Aug 26, 2026 7:31 pm fixed it by reinstalling WSCT. Thanks for the prompt replies.
I'm glad you fixed it.
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Caffeine
Posts: 702

Re: [UI] VinyUI 7.1

Post#1712 » Wed Aug 26, 2026 8:00 pm

Updated to 7.1

For people who recently installed 7.0 just drag and drop the addon folder from 7.1 overwriting old files (or copy individual addons mentioned below).

- Fixed an issue in BuffHead where stale or mismatched effect references could corrupt sorting and layout.
- Fixed an issue in BuffHead where switching targets could delay effect updates by inheriting the previous targets throttle window.
- Fixed an issue in BuffHead where effect cleanup on kill was not deferred correctly, potentially causing a slight stutter.

- Hardened Pure effect cleanup against stale RBTree references.

- Echo TextLogSource.lua will now take advantage of more loot events to determine item rarity without scanning the inventory. Inventory scanning remains as a last resort when faster methods fail.
- Echo default scale is now 0.8 (down from 0.92) which is more 1080p friendly.

- ZonepopLite visibility status will now persist through relog and loading screens.

- Deathblow2 will now format chat noficiations correctly. (fix by wardfan220)
- Removed chat bubbles from Deathblow2.

- Moved RVMOD_GColorPresets module from Effigy folder to RVMods folder.
- RVMOD_GColorPresets is now a hard dependency of Effigy.

- Updated EA_WorldMap window settings (all profiles) to hide RRQ meter by default.
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mdrntms
Posts: 4

Re: [UI] VinyUI 7.1

Post#1713 » Sat Aug 29, 2026 4:32 pm

Wow cool thanks for all your work and debugging.

Alubert
Posts: 826

Re: [UI] VinyUI 7.1

Post#1714 » Sun Aug 30, 2026 8:14 am

Thank you so much for sharing your work with us :). It's great.
80+ | Chosen | BG | BO | Knight | IB | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | SM | SL | Engi | Mara |

Alubert
Posts: 826

Re: [UI] VinyUI 7.1

Post#1715 » Mon Aug 31, 2026 1:47 pm

I have only one problem with Guardline/teather.
It works flawlessly in SC, but on ORVR it only works sometimes.
The line says the target is far away, even though it's right next to it, and the line doesn't appear.
80+ | Chosen | BG | BO | Knight | IB | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | SM | SL | Engi | Mara |

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Caffeine
Posts: 702

Re: [UI] VinyUI 7.1

Post#1716 » Mon Aug 31, 2026 4:29 pm

Alubert wrote: Mon Aug 31, 2026 1:47 pm I have only one problem with Guardline/teather.
It works flawlessly in SC, but on ORVR it only works sometimes.
The line says the target is far away, even though it's right next to it, and the line doesn't appear.
I will take a look.
VinyUI | FPS Guide | Scenario Alert | Image Caffeine Image Decaf Image Vermont Image Nevada

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rady
Posts: 205

Re: [UI] VinyUI 7.1

Post#1717 » Mon Aug 31, 2026 5:01 pm

Great work Caffeine.
I added morale circle and replaced tether with guard pack.
Ris - 86rr Black Orc
Risx - 85rr Squig Herder
Rish - 85rr Shaman
Risk - 83rr Choppa

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