- Arrow meshes can now be replaced
- Symbol glow textures can now be replaced
- Symbol glow textures can now use the
ReverseSubtract
blending method, making them act more like shadows - Minimum/maximum brightness thresholds can now be enforced on left/right colors
- Moved preview container to the center of the menu (so that previews reflect actual in-game appearance from your viewpoint)
- Added glow texture offsets
- Face symbol
rectanglemesh generation was abstracted out in order to generate some more complex symbols in the future- Chevrons are the first "test" of a more complex symbol, be warned it may change in a future update as I figure things out
- Preview container now bobs up/down and left/right
- Embedded some of the simpler cubemap textures so the texture dropdowns aren't just empty (Flat, Radials A, Radials B)
- Dots can now optionally be left as defaults (just glow textures) on maps utilizing Noodle Extensions
- Mesh management has been consolidated into one class
- No longer using the default glow texture, as the default arrow and dot glow textures aren't quite the same.
- Arrow glow texture X-axis scaling was reverted back to 0.6f from 0.633f
- Settings tabs are now paginated to avoid some odd menu laser pointer out of interactive bounds stuff
- Re-arranged some settings tabs in a better order imo
- Fixed arrows not doing anything with CutoutEffect on maps utilizing Noodle Extensions
Cubemap textures have also updated! Removed the ones that are now embedded in the mod itself and added some toon-y textures, alongside a few new gradients.