

# Lots of breaking changes!
+ Added appear/disappear animations to scan nodes
+ Added customizable colors for scan nodes
+ Added "Stay Time" to scan nodes (How long the scan node stays on screen after being scanned)
* Most definitely fixed jittery scanner (I swear I'm jumping out of my basement's window if not)
# Improved general performance by a lot
# Probably other changes I don't remember
* Actually really fixed scanner looking jittery (Hopefully™)
* Fixed scanner looking jittery (For Real, trust me bro)
* Fixed scanner looking jittery
* Fixed missing dependency
# Reworked Scanner system
+ Added v72 support
+ Added config option to prevent scanning exploded landmines
* Fixed scanning collected story logs
+ Added optional distance calculation
* Fixed null-keys not being handled correctly
* Fixed potential issue caused by integer overflow
# CheatsAPI now resets to default values everytime HUDManager is disabled
+ Added option to update the scan node text after scanning a node
# Made the Scanner non-static. Maybe fixes a few issues?
# Also added DontDestroyOnLoad on all RectTransforms
* Fixed Blast Doors being scannable while power is out
* Fixed me being an idiot
* Fixed weird scrap value shenanigans
+ Added CheatAPI to give mods like LGU control over the scanner
* Hopefully fixed another NullReferenceException
# Partially switched to Monomod to prevent other mods from patching the vanilla scan
+ Added distance checks in visibility check
+ Added configurable timer for updating all scan nodes
+ Added config option for total value update speed
* Fixed visibility check coroutine never executing after death
* Fixed InvalidOperationException
* Fixed re-hosting causing the scanner to break
# This mod now completely bypasses the vanilla scan system. Even the total animation.
+ Added even more null checks
* Fixed blast doors scannable after taking apparatus
# Reduced default Scan Nodes Hard Limit to 120
# Replaced EndOfFrame wait with null wait
* Fix silly total value
* Fix the silly stuff
# Some micro-management for performance
* All NullReferenceExceptions should now be fixed
* Fixed scanner breaking by a deleted ScanNode
* Fixed total value resetting to 0 for no reason
+ Added option to hide empty subtext box
# Replaced vanilla's Update Scan Nodes method
+ Added config option to limit how many scan nodes will be scanned each frame
# Replaced closest point LOS check with corner LOS check - All scrap should now be scannable
+ Added config option to always check for LOS
# Improved LOS check. Should now be way more reliable and support weird ScanNode sizes and locations
# Performance Update. Hopefully this actually does things.
* Fixed fov calculation
+ Added config option to always force a rescan
* Fixed total scan value persisting
+ Added config option for scanning opened blast doors
* Fixed held items being scannable (Including enemy held items)
* Fixed dead enemies being scannable
* Fixed ScanNode not disappearing when picking up an item
* Fixed Easter Egg being scannable after exploding
+ Initial Release