RustForge Sign Painter · build 21732969 · published
The next evolution of RustForge is here!! Version 3.8.0.0 marks a massive milestone in the engine's development. I have completely refactored the core screen-space math and input logic to ensure frame-sync stability and pixel-perfect accuracy across all modern display configurations.
From high-precision double-mapping for 4K/Ultrawide users to the new VoidWatch Sentinel AutoSave System, this update ensures that your progress is protected and your strokes are precise, no matter the server conditions, or your PC Hardware.
The VoidWatch Sentinel is your proactive insurance policy against lost progress. It acts as a live monitor for the game's UI layer while you paint.
Proactive Recovery: The VoidWatch Sentinel monitors a specific UI element (like the Trash icon). If it detects the menu has closed due to death, a disconnect, game crash, or a server restart, it instantly halts the cursor and triggers an emergency save for you to recover from.
Canvas Sync (CTRL+S): To ensure the game itself saves your work, RustForge now pulses a save command to the server every heartbeat. This prevents "rollback" data loss if the server crashes before its own internal autosave triggers.
Custom Polling: You can now adjust the Sentinel Heartbeat (Default: 2000ms) in the settings to control how often the app checks the screen state.
Calibration: Use the new Set VoidWatch AutoSave Point (F8) hotkey to pick your tracking anchor before you start. (This box should be drawn around the red trash can icon in the painting screen, the save button, or any other canvas UI element on the canvas screen that does not change.)
I’ve rewritten the math for how the mouse moves across Widescreen and High-DPI displays using a new high-precision coordinate system.
Scaling Detection: If Windows is stretching your display (125%, 150%+), RustForge now detects this "logical vs. physical" discrepancy. A new notification will inform you exactly how the app is adjusting its math to compensate. Now RustForge handles the scaling properly!
Double-Mapping System: By moving to a new precision mapping system, I have eliminated the "rounding errors" that previously caused unpainted vertical stripes or ghost lines on certain resolutions.
Ultrawide Support: Reworked equations to natively support 21:9, 32:9, and non-standard aspect ratios without tearing.
Fixed Unpainted "Specks": Resolved an issue where rapid paint operations would skip pixels. This was caused by the input buffer missing/skipping a mouse event. I've implemented a Safety Floor (minimum 20ms) for any small area being painted to ensure the game engine processes every single dot. Large areas will still be able to paint at the speed you set, but small areas of a painting will cause the cursor to slow down a bit to maintain accuracy.
Accurate Estimates: The painting time estimator has been rebuilt from the ground up. It now accounts for every internal sleep and overhead delay, providing a high-fidelity completion time. (Soon to add a "Time Remaining" counter on screen during the painting process)
Session Persistence: Fixed a bug where loading a session would occasionally skip to the next color instead of resuming the exact pixel where you left off.
Resume On Click: Now 100% fixed. Palette data now persists properly through resume points, ensuring the colors remain consistent even after stopping and starting.
WebP Support: You can now load and paint .webp images directly.
Modernized UI: Updated the Help and Info forms with a high-contrast, scannable layout.
Image Loading Fix: The "Missing Parameter" error has been resolved; all standard formats and SVGs now load flawlessly.
DPI Override Guidance: If the new math detection isn't enough for a specific "quirky" Windows setup, the app now provides clear instructions on how to use the Windows "Override High DPI Scaling" properties.