* patch naturalspeech
updated the link in UI that takes users to the instructions on github. master branch has been replaced with 2.0.0, which is currently pending review, and has different instructions to the old version.
* update naturalspeech
Changing to using self-hosted manifest, updating user-agent details, removing always calling startup for sync button and bug fix with playerHash not being generated when sent
* Create special-attack-infobox
Adds an infobox that displays the current special attack energy
* Update special-attack-infobox
* Update special-attack-infobox
The overlay is now removed on shutdown
* Plugin for Bingo
* Plugin for Bingo
* Change for JSON
* Added support for Raids (COX, TOA, and TOB),
Added a notification for completion of the full board,
Added a notification for completion of a row,
Added more discord notifications for completions,
More refactoring to the code has been done.
* Created itemsByName map for O(1) lookups instead of O(n) linear searches improving performance in findAndMarkItem and loadSavedItems methods
Optimized Item Processing
Reduced redundant string comparisons and list iterations
Replaced stream operations with direct for-loop for better performance
Eliminated the need to create intermediate collections
Added proper clearing of the lookup map when resetting items
Improved checkForCompletions to only check diagonals when the item is actually on a diagonal
Reduced redundant calculations and boolean variables
Refactored more code
Fully Asynchronous Screenshot System (Replaced blocking CompletableFuture with a callback-based approach
Implemented proper asynchronous handling within the frame listener
Used scheduled tasks for retries instead of thread-blocking sleeps)
Better error handling and validation throughout
Simplified payload creation
Fixed issues with Discord webhook attachments
* Profile System & Anti-Cheat Implementation
- Created comprehensive profile management system allowing multiple bingo events
- Implemented profile-specific settings (item lists, URLs, refresh intervals)
- Added robust anti-cheat system with acquisition verification and logging
- Fixed item persistence issues when switching between profiles
- Enhanced profile deletion with automatic profile switching
- Improved error handling to prevent deleting the last profile
- Implemented settings configuration during profile creation
- Streamlined UI with intuitive profile management controls
- Optimized code performance and removed unused functionality
- Added to the Discord integration webhook for verification
* Uploading new plugin details - ectoplasmator reminder
* changed file title to fix merge error
* Update ectoplasmator-reminder
Updated commit version
Was using @ConfigGroup("example") - cause an issue, @ConfigGroup has been renamed
* Changed commit version - new feature, added config to hide overlay for bosses
* Changed capitalizations in config menu, images, and readme
* Update ectoplasmator-reminder (Varlamore Part 2 Creatures)
Added Varlamore Part 2 Creatures.
Frost Nagua & Amoxilatl boss
* Update ectoplasmator-reminder
Changed the structure of the plugin to fetch a list of NPC names from another branch, and compare the name of the NPC targets (Instead of IDs).
This is to set up a structure for future updates, where only the text file on the other branch needs to be updated with new Spectral NPCs, and no changes need to be made to the function or structure of the code on main.
* Update ectoplasmator-reminder
Changed URL Reader to Async OkHTTP calls
* Changed OkHTTP calls from Gradle import to @Inject
Changed OkHTTP calls from using a gradle / maven import, to an @Inject to call built in plugins.
First time using OkHTTP so I did not know what I was doing.
* Changed class modifiers on SpectralCreatures for OkHTTPClient to work
Removed abstract class modifier from SpectralCreatures class so the @ Inject for OkHTTPClient could work.
While the class was abstract, my IDE kept telling me to make everything static.
I had to go change how SpectralCreatures is called in the plugin using an @ Inject.
This seems to have fixed all the issues on my side for testing, now we will see if the automatic GitHub checks pass
* Update ectoplasmator-reminder (Logger)
Changed console prints to logger
* Changing logging to Slf4j
See
https://github.com/runelite/plugin-hub/pull/7326#issuecomment-2644563299
For code review suggesting this change
Update to 1.0.5. Fix ducks spawning in the void and persisting across logins, standardise duck naming, fix for duck interactions not occurring on main thread.
* Update custom-vital-bars to 1.1.0
* fixing 1.1.0 deprecation issue
* v.1.2.0
- added a new option for bar outline progress threshold. select from "always progress", "never progress", and "stop when stat=max" [thanks to Kedjik for suggestion]
- Percentage and Flat Value glow modes now each have an Above- and Below- setting allowing you to adjust the glow to occur if the stat's value is higher or lower than the threshold per-bar [thanks to Kedjik for suggestion]
- reworked Vital Bars hiding procedure, they should try to stick around more often [thanks to F5in + LastTourniquet for feedback]
- added an experimental Prayer Regeneration Potion outline, untested because I do not have access to them on my account. if the Prayer Regeneration Potion is active, the outline will progress over 12 ticks to show each point of Prayer regeneration. [thanks to supalosa for code]
- reworked the rendering of Vital Bars outlines. now they draw each render step (approximately every 20 milliseconds) but syncs every tick (600 milliseconds) to give a more smoother decay or growth of the progress bar
* v.1.2.0
quick change to make Prayer bar change colour when Prayer Regeneration Potion is active
* v1.2.0
quick update to attenuate Run Energy outline progress rate
* v1.2.0
update README.MD
* Update custom-vital-bars
- added some additional catches for hiding the vital bars when large UI elements such as the Bank window and the Clue Scroll page
- added a config option to toggle whether the vital bars hide or not when large UI elements are visible
- more attempts to attenuate Run Energy regen
* update v1.3
* v1.3
fixed references to other project
* v1.3 update candidate
fixed instance of old Run Energy regen rate