1. Auto-detection now uses rglob to find TGA files in ALL subfolders
- Properly finds icons in version subfolders like 19.3.2.201024
- Shows relative paths in the file list
2. Default settings changed:
- Default canvas: 320x320 (index 5)
- Default upscale: No Upscaling (first in list)
3. Added iconcache.dat parser module (icon_cache_parser.py)
- Attempts to extract item names from binary cache file
- Uses heuristics to find icon ID to name mappings
- New option: "❌ No Upscaling" - keeps original icon size, just centers on canvas
- Useful when you want the icon at original resolution on a larger canvas
- Tooltip updated to explain all options
- When "none" is selected, upscale parameter becomes False
- New module: modules/ai_upscaler.py
- Real-ESRGAN integration for AI-powered upscaling
- Designed specifically for low-res game textures/icons
- 4x upscale factor with neural network enhancement
- Falls back gracefully if model not available
- Updated TGA Converter UI:
- New "AI Enhanced (Real-ESRGAN)" option in upscale dropdown
- Only shown if Real-ESRGAN is installed
- AI upscaling happens before canvas placement
- Shows progress during AI model loading
Real-ESRGAN is much better than basic methods for rendered (non-pixel) icons!
To use AI upscaling:
1. pip install torch torchvision --index-url https://download.pytorch.org/whl/cpu
2. pip install realesrgan
3. Download RealESRGAN_x4plus.pth model
4. Select "AI Enhanced" in the UI
- NEAREST: Sharp pixel edges (best for clean pixel art)
- HQ4x-style: Integer scale first, then smooth to target with edge enhancement
- LANCZOS: Very smooth (best for photorealistic textures)
- Added upscale method selector to UI
- Each method uses UnsharpMask for enhanced crispness
- Removed WebP support (PNG only now)
- Added canvas size selector: Original, 64x64, 128x128, 256x256, 280x280, 320x320, 512x512
- Icons are centered on transparent canvas
- Added 'Upscale small icons' checkbox to scale up small icons to better fill canvas
- Uses high-quality Lanczos resampling for upscaling
- Default canvas size: 320x320
- Updated TGAConverter.convert_tga_to_png() to support 'webp' format
- High quality WebP encoding (quality=95, method=6)
- Added format selector in UI (PNG or WebP)
- Convert button text updates based on selected format
- WebP is better for web uploads: smaller files, better quality
WebP advantages:
- 25-35% smaller file size than PNG
- Better quality at same file size
- Alpha channel support
- Widely supported in modern browsers
- Worker now accepts cache_path parameter
- _start_conversion passes the selected path to worker
- Fixes 'Cache folder not found' error during conversion
- New module: modules/tga_converter.py
- Reads Truevision TGA format from game cache
- Converts to PNG with proper color handling (BGR->RGB)
- Auto-detects cache folder location
- Batch conversion support
- Handles alpha channels
- New dialog: ui/tga_converter_dialog.py
- Visual interface for TGA conversion
- Shows list of cached .tga files
- Progress tracking during conversion
- One-click convert all
- Added to Tools → Computer Vision → TGA Icon Converter (Ctrl+T)
This is much more efficient than extracting icons from screenshots!
The game already has the icons in cache as .tga files.
Changed default locations:
- Screenshots: Documents/Entropia Universe/Screenshots
- Icons: Documents/Entropia Universe/Icons
This provides better organization and easier access for users.
All directories are created automatically if they don't exist.
- Add Directories group to General tab
- Settings for screenshots directory
- Settings for extracted icons directory
- Browse buttons for both directories
- Values saved to QSettings
- New module: modules/inventory_scanner.py
- Detects inventory and item details windows
- Extracts item icons from inventory grid
- Reads item stats from details panel
- Parses weapon, armor, and common stats
- Handles scrolling (planned for future)
- New dialog: ui/inventory_scanner_dialog.py
- Visual interface for scanning
- Shows extracted icons in grid view
- Displays item stats in table
- Saves results to JSON
- Background worker for non-blocking scans
- Updated main_window.py:
- Added Tools → Computer Vision → Inventory Scanner (Ctrl+I)
- Integrated with existing GameVisionAI
This allows users to extract item data from Entropia Universe
for gear management and loadout configuration.
- Create new ui/settings_dialog.py with tabbed interface
- Tabs: General, Screenshot Hotkeys, Computer Vision, Advanced
- Remove old SettingsDialog from main_window.py
- Update on_settings() to use new comprehensive dialog
- Screenshot hotkey settings now in Settings (Ctrl+,)
- Computer Vision settings now in Settings dialog
- Convert sqlite3.Row to list before accessing by index
- Add detailed debug logging for troubleshooting
- Fix fromisoformat error by checking for None values
- Add try/except around each row to skip bad data
- Changed from dict-style access (proj['type']) to index access (proj[0])
- Added try/except around each row processing to skip bad rows
- Added detailed error logging with traceback
- Handle cases where row has fewer columns than expected
- Add '-- Select a template --' as first item in combo box
- Block signals while refreshing to prevent unwanted callbacks
- Select newly created template automatically
- Fix index check to skip placeholder (index > 0 instead of >= 0)
- Add enable/disable based on whether templates exist
- Rewrote screenshot_hotkey.py to use Qt QShortcut as primary method
- Qt shortcuts work reliably when app is focused (no admin needed)
- Added optional 'keyboard' library for global hotkeys (requires admin)
- Updated main_window.py to pass parent window to hotkey manager
- Shows clear status: global vs Qt-only mode
- Users can now press F12 etc when app is focused
- Use pynput format <f12>, <shift>+<f12> etc for hotkey parsing
- Initialize screenshot hotkeys AFTER UI setup (fixes log_output error)
- Clean up hotkey display in help text (remove angle brackets)
- Add modules/screenshot_hotkey.py with global hotkey listener using pynput
- Default hotkeys: F12=Full, Shift+F12=Region, Ctrl+F12=Loot, Alt+F12=HUD
- Integrate into main_window.py with Settings dialog
- Hotkeys work globally (even when game is focused)
- Add Tools → Screenshot Hotkeys menu (Ctrl+Shift+S)
- Shows status message when screenshot is captured
- Add early torch import before PyQt6 imports in main_window.py
- This prevents the c10.dll initialization error on Windows
- Solution 3 from user research: import torch before PyQt
- Fix recursion error in GalleryDialog by blocking signals during session filter updates
- Fix missing 'avatar_name' field in SetupWizard by registering the field properly
- Both dialogs should now work without errors
- Check evade type for 'target Evaded' or 'target Dodged'
- Count weapon cost on those events (you fired but missed)
- Armor decay still only counted on actual damage taken
- Fixes: weapon cost now accurate for all shots including misses
- Changed from 0.0005 to 0.00025 PED per damage (0.025 PEC)
- Based on user feedback: 504 damage should give ~0.14 PED decay
- Removed complex fallback logic, using simple accurate formula
- Formula: damage * 0.00025 = armor decay in PED
- log_info() needs log_output which is created in setup_ui()
- Move _load_settings() call to after UI initialization
- Fixes 'MainWindow' object has no attribute 'log_output' error
- Add QSettings import from PyQt6.QtCore
- Add _load_settings() method to load player name on startup
- Add _save_settings() method to save player name when settings change
- Settings stored in Lemontropia/Suite registry/file
- Player name now persists between app launches
- Use formula: Decay (PED) = damage * 0.0005 (approx 0.05 PEC per damage)
- This matches EU armor decay formula better than flat cost per hit
- 1966 damage would give ~0.98 PED decay (not 22 PED)
- Falls back to cost_per_hit if armor stats not available
- Save weapon_cost_total, armor_cost_total, healing_cost_total to decay_events
- This ensures core profit calculation matches HUD display
- Insert decay events before calling end_session
- Log the saved costs for verification
- Set hud.session_active = False when paused
- Set hud.session_active = True when resumed
- Update HUD status label to show paused state (orange)
- Prevents loot/costs from being tracked during breaks
- Remove separate update_kills() call from on_loot handler
- Let update_loot() handle kill counting internally
- Only increment kills when >2 second gap since last loot
- Add is_new_kill flag to track new mobs vs multi-item drops
- Add debug logging for kill counting
- Replace signal/slot approach with QTimer-based batched updates
- Add _refresh_pending flag and _request_refresh() method
- Refresh timer runs at 10Hz (100ms) on main thread
- Prevents race conditions and thread safety issues
- All update methods now just set the pending flag
- Remove dynamic color changes from _refresh_display
- Use fixed colors set during widget creation
- Just update text values in _refresh_display
- Prevents 'Could not parse stylesheet' errors
- Add refresh_needed signal to HUDOverlay
- Connect signal to _refresh_display with QueuedConnection
- Update all update methods to emit signal instead of calling _refresh_display directly
- This ensures all GUI operations (setStyleSheet, setText) happen on main thread
- Fixes crash caused by GUI operations from LogWatcher thread
- Initialize _session_costs and _session_display in __init__ (was causing crashes)
- Add [EVENT], [HUD], [DEBUG], [ERROR] prefix logging to all event handlers
- Add traceback logging for better debugging
- Add debug logging to all HUD update methods
- Log session_active state in HUD methods
- Add weapon cost tracking on damage_dealt using session_costs
- Add armor cost tracking on damage_taken using session_costs
- Fix on_loot to use update_kills() and update_loot() with proper params
- Fix on_heal to use update_healing_cost() and on_heal_event() with proper params
- All cost tracking now uses _session_costs from loadout selection
- Remove update_cost calls (method doesn't exist in new HUD)
- Remove update_stats with shots_add (not implemented)
- Add try/except to all event handlers to prevent crashes
- Simplify damage tracking to just update_damage methods
- Settings dialog now has Avatar Name field
- Store player_name in MainWindow
- Filter personal globals to only count if player name matches
- Warn user if no player name is configured
- Log other players' globals separately