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[UI] VinyUI 7.1

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Caffeine
Posts: 701

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
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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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