Fix changelog conflicts

develop
Ryan Williams 2022-05-01 23:07:52 -07:00 committed by GitHub
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commit 038b6f0d86
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@ -38,7 +38,12 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Removed ## Removed
## New Tweaks
- `tweak` partial-items: displays percentages on partially-consumed items such as hospital cloth
## Fixes ## Fixes
- `cxxrandom`: fixed exception when calling ``bool_distribution``
- `cxxrandom`: fixed id order for ShuffleSequence, but adds code to detect which parameter is which so each id is used correctly. 16000 limit before things get weird (previous was 16 bits)
- `autofarm` removed restriction on only planting 'discovered' plants - `autofarm` removed restriction on only planting 'discovered' plants
- `luasocket` (and others): return correct status code when closing socket connections - `luasocket` (and others): return correct status code when closing socket connections
@ -58,8 +63,10 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `blueprint`: ``track`` phase renamed to ``carve``. carved fortifications and (optionally) engravings are now captured in blueprints - `blueprint`: ``track`` phase renamed to ``carve``. carved fortifications and (optionally) engravings are now captured in blueprints
- `tweak` stable-cursor: Keep the cursor stable even when the viewport moves a small amount - `tweak` stable-cursor: Keep the cursor stable even when the viewport moves a small amount
- `cursecheck`: Added a new parameter, ``ids``, to print creature and race IDs of the cursed creature. - `cursecheck`: Added a new parameter, ``ids``, to print creature and race IDs of the cursed creature.
- Include recently-added tweaks in example dfhack.init file, clean up dreamfort onMapLoad.init file
## Documentation ## Documentation
- `cxxrandom`: added usage examples
- Add more examples to the plugin skeleton files so they are more informative for a newbie - Add more examples to the plugin skeleton files so they are more informative for a newbie
- Lua API.rst added: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)`` - Lua API.rst added: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)``
- Lua API.rst added: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen`` - Lua API.rst added: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen``
@ -68,6 +75,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `confirm`: Correct the command name in the plugin help text - `confirm`: Correct the command name in the plugin help text
- ``Quickfort Blueprint Editing Guide``: added screenshots to the Dreamfort case study and overall clarified text - ``Quickfort Blueprint Editing Guide``: added screenshots to the Dreamfort case study and overall clarified text
- Document DFHack `lua-string` (``startswith``, ``endswith``, ``split``, ``trim``, ``wrap``, and ``escape_pattern``). - Document DFHack `lua-string` (``startswith``, ``endswith``, ``split``, ``trim``, ``wrap``, and ``escape_pattern``).
- Added a Rust client library to the `remote interface docs <remote-client-libs>`
## API ## API
- Added functions reverse-engineered from ambushing unit code: ``Units::isHidden``, ``Units::isFortControlled``, ``Units::getOuterContainerRef``, ``Items::getOuterContainerRef`` - Added functions reverse-engineered from ambushing unit code: ``Units::isHidden``, ``Units::isFortControlled``, ``Units::getOuterContainerRef``, ``Items::getOuterContainerRef``
@ -78,7 +86,9 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- ``widgets.ListBox``: minimum height of dialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn't match anything) - ``widgets.ListBox``: minimum height of dialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn't match anything)
- Lua wrappers for functions reverse-engineered from ambushing unit code: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)`` - Lua wrappers for functions reverse-engineered from ambushing unit code: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)``
- Lua wrappers for functions reverse-engineered from announcement code: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen`` - Lua wrappers for functions reverse-engineered from announcement code: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen``
- Added `custom-raw-tokens` utility to Lua library for reading tokens added to raws by mods.
- ``dwarfmode.MenuOverlay``: if ``sidebar_mode`` attribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismiss - ``dwarfmode.MenuOverlay``: if ``sidebar_mode`` attribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismiss
- ``dwarfmode.MenuOverlay``: new class function ``renderMapOverlay`` to assist with drawing tiles over the visible map
- ``dwarfmode.enterSidebarMode()``: passing ``df.ui_sidebar_mode.DesignateMine`` now always results in you entering ``DesignateMine`` mode and not ``DesignateChopTrees``, even when you looking at the surface where the default designation mode is ``DesignateChopTrees`` - ``dwarfmode.enterSidebarMode()``: passing ``df.ui_sidebar_mode.DesignateMine`` now always results in you entering ``DesignateMine`` mode and not ``DesignateChopTrees``, even when you looking at the surface where the default designation mode is ``DesignateChopTrees``
- New string class function: ``string:escape_pattern()`` escapes regex special characters within a string - New string class function: ``string:escape_pattern()`` escapes regex special characters within a string
- ``widgets.Panel``: if ``autoarrange_subviews`` is set, ``Panel``\s will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don't have to worry about recalculating frame layouts - ``widgets.Panel``: if ``autoarrange_subviews`` is set, ``Panel``\s will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don't have to worry about recalculating frame layouts
@ -90,6 +100,8 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- ``widgets.ToggleHotkeyLabel``: new ``CycleHotkeyLabel`` subclass that toggles between ``On`` and ``Off`` states - ``widgets.ToggleHotkeyLabel``: new ``CycleHotkeyLabel`` subclass that toggles between ``On`` and ``Off`` states
- ``safe_index`` now properly handles lua sparse tables that are indexed by numbers - ``safe_index`` now properly handles lua sparse tables that are indexed by numbers
- ``widgets``: unset values in ``frame_inset``-table default to ``0`` - ``widgets``: unset values in ``frame_inset``-table default to ``0``
- ``dialogs``: ``show*`` functions now return a reference to the created dialog
- ``ensure_key``: new global function for retrieving or dynamically creating Lua table mappings
# 0.47.05-r4 # 0.47.05-r4