In this update4
Full notes
Full RuneClick update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Events
RuneClick changes
Fixes
Hover text and dropdown menus no longer get their right edge cut off where they run past the overlay's clickable area. This one kept coming back, because the hover text Windows draws is not something the game holds on to, so it could never be added to the list of things the overlay checks. It is now handled for every tooltip and every dropdown at once, including any added later.
Melee combat no longer shows a bare arm through the gap in the chest plate. The armor was only ever drawn against the shorter idle sway, so against the longer one (Added in v2.4.0) it lined up with the wrong pose for three frames out of seven. Melee goes back to the shorter sway, and the plates sit correctly again.
Equipped jewelry keeps animating properly in melee combat as part of the same change.
One cause of the overlay locking up
On every frame, RuneClick was asking Windows whether a Fullscreen program was in front, which is how it knows to step out of the way of your other games. Answering that makes Windows walk every open window on the machine, under a lock the whole desktop shares. If anything else is holding that lock, the answer never comes back. A memory capture taken while RuneClick was stuck caught it stopped dead inside that one call, long enough that Windows logged the program as not responding.
That call is gone. The check that actually decides whether to give up the top slot never needed it.
A lock held around incoming keyboard and mouse events is now released much sooner. Held too long, Windows can quietly stop delivering input to a program without telling it, which in this game would mean your typing stopped earning experience until you restarted. That has never been seen happening, and it can no longer build up.
One that is still open..
There is a second, separate way the overlay can stop responding, and this update does not fix it. It accounts for most of what has actually been captured so far.
That one sits in how Windows composites the transparent window rather than in anything RuneClick asks for, and it has not yet been possible to reproduce it reliably enough to test a fix against. I am still actively working on it. I would rather say that plainly than let this update imply it is closed.
If the overlay has ever gone unresponsive on you, or sat in the taskbar with nothing drawn on screen, a reply in the bug report thread would genuinely help. Your graphics card, its driver version, and how many monitors you run is all I need. One line is plenty.
Every freeze captured so far has been on one machine, one graphics vendor, one monitor layout. Nothing about freezes gets reported back to me, so that thread is the only picture I have.
Under the hood
The region that lets your clicks pass through the overlay to whatever is behind it was being rebuilt on every single frame, each time identical to the one already in place. It is now rebuilt only when the window actually changes, with a safety refresh four times a second so it can never be left stale.
Saves, leaderboards, balance and prices are untouched. No migration needed.
— Vosk
Source
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