bump to 50.07-r1, scrub changelog

develop
Myk Taylor 2023-04-12 01:45:42 -07:00
parent 6c1740e2ca
commit f7e3973da8
No known key found for this signature in database
4 changed files with 49 additions and 37 deletions

@ -192,8 +192,8 @@ endif()
# set up versioning.
set(DF_VERSION "50.07")
set(DFHACK_RELEASE "rc1")
set(DFHACK_PRERELEASE TRUE)
set(DFHACK_RELEASE "r1")
set(DFHACK_PRERELEASE FALSE)
set(DFHACK_VERSION "${DF_VERSION}-${DFHACK_RELEASE}")

@ -26,7 +26,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
]]]
================================================================================
======== IMPORTANT: rename this, and add a new "future" section, BEFORE ========
======== IMPORTANT: rename this, and add a new "Future" section, BEFORE ========
======== making a new DFHack release, even if the only changes made ========
======== were in submodules with their own changelogs! ========
================================================================================
@ -34,54 +34,66 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
# Future
## New Plugins
- `faststart`: speeds up the "Loading..." screen so the Main Menu appears sooner
## Fixes
- `hotkeys`: hotkey hints on menu popup will no longer get their last character cut off by the scrollbar
- ``launchdf``: launch Dwarf Fortress via the Steam client so Steam Workshop is functional
## Misc Improvements
## Documentation
## API
## Lua
## Removed
# 50.07-r1
## New Plugins
- `faststart`: speeds up the "Loading..." screen so the Main Menu appears faster
## Fixes
-@ `hotkeys`: hotkey hints on menu popup will no longer get their last character cut off by the scrollbar
-@ ``launchdf``: launch Dwarf Fortress via the Steam client so Steam Workshop is functional
- `blueprint`: interpret saplings, shrubs, and twigs as floors instead of walls
- `combine`: fix error processing stockpiles with boundaries that extend outside of the map
- `prospector`: display both "raw" Z levels and "cooked" elevations
-@ `prospector`: display both "raw" Z levels and "cooked" elevations
- `stockpiles`: fix crash when importing settings for gems from other worlds
- `stockpiles`: allow numbers in saved stockpile filenames
-@ `stockpiles`: allow numbers in saved stockpile filenames
## Misc Improvements
- `buildingplan`: items in the item selection dialog should now use the same item quality symbols as the base game
- `buildingplan`: hide planner overlay while the DF tutorial is active so that it can detect when you have placed the carpenter's workshop and bed and allow you to finish the tutorial
-@ `buildingplan`: items in the item selection dialog should now use the same item quality symbols as the base game
-@ `buildingplan`: hide planner overlay while the DF tutorial is active so that it can detect when you have placed the carpenter's workshop and bed and allow you to finish the tutorial
- `buildingplan`: can now filter by cloth and silk materials (for ropes)
-@ `buildingplan`: rearranged elements of ``planneroverlay`` interface
-@ `buildingplan`: rearranged elements of ``itemselection`` interface
- Mods: scripts in mods that are only in the steam workshop directory are now accessible. this means that a script-only mod that you never mark as "active" when generating a world will still receive automatic updates and be usable from in-game
- Mods: scripts from only the most recent version of an installed mod are added to the script path
- Mods: give active mods a chance to reattach their load hooks when a world is reloaded
-@ Mods: scripts in mods that are only in the steam workshop directory are now accessible. this means that a script-only mod that you never mark as "active" when generating a world will still receive automatic updates and be usable from in-game
-@ Mods: scripts from only the most recent version of an installed mod are added to the script path
-@ Mods: give active mods a chance to reattach their load hooks when a world is reloaded
- `gui/control-panel`: bugfix services are now enabled by default
- Core: hide DFHack terminal console by default when running on Steam Deck
## Documentation
- `installing`: updated to include Steam installation instructions
## API
## Lua
- added two new window borders: ``gui.BOLD_FRAME`` for accented elements and ``gui.INTERIOR_MEDIUM_FRAME`` for a signature-less frame that's thicker than the existing ``gui.INTERIOR_FRAME``
## Removed
# 50.07-beta2
## New Plugins
- `getplants`: designate trees for chopping and shrubs for gathering according to type
- `prospector`: get stone, ore, gem, and other tile property counts in fort mode. embark site estimates are not yet available.
- `prospector`: get stone, ore, gem, and other tile property counts in fort mode.
## Fixes
- `buildingplan`: filters are now properly applied to planned stairs
- `buildingplan`: existing carved up/down stairs are now taken into account when determining which stair shape to construct
-@ `buildingplan`: filters are now properly applied to planned stairs
-@ `buildingplan`: existing carved up/down stairs are now taken into account when determining which stair shape to construct
- `buildingplan`: upright spike traps are now placed extended rather than retracted
- `buildingplan`: you can no longer designate constructions on tiles with magma or deep water, mirroring the vanilla restrictions
- `buildingplan`: fixed material filters getting lost for planning buildings on save/reload
- `buildingplan`: respect building size limits (e.g. roads and bridges cannot be more than 31 tiles in any dimension)
-@ `buildingplan`: fixed material filters getting lost for planning buildings on save/reload
-@ `buildingplan`: respect building size limits (e.g. roads and bridges cannot be more than 31 tiles in any dimension)
- `tailor`: properly discriminate between dyed and undyed cloth
- `tailor`: no longer default to using adamantine cloth for producing clothes
-@ `tailor`: no longer default to using adamantine cloth for producing clothes
- `tailor`: take queued orders into account when calculating available materials
- `tailor`: skip units who can't wear clothes
- `tailor`: identify more available items as available, solving issues with over-production
@ -100,17 +112,17 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `orders`: add minimize button to overlay panel so you can get it out of the way to read long statue descriptions when choosing a subject in the details screen
- `orders`: add option to delete exported files from the import dialog
- `enable`: can now interpret aliases defined with the `alias` command
- scripts in ``data/installed mods/`` subfolders are now automatically added to the DFHack script path. DFHack recognizes two directories in a mod's folder: ``scripts_modinstalled/`` and ``scripts_modactive/``. ``scripts_modinstalled/`` folders will always be added the script path, regardless of whether the mod is active in a world. ``scripts_modactive/`` folders will only be added to the script path when the mod is active in the current loaded world.
- Mods: scripts in mods are now automatically added to the DFHack script path. DFHack recognizes two directories in a mod's folder: ``scripts_modinstalled/`` and ``scripts_modactive/``. ``scripts_modinstalled/`` folders will always be added the script path, regardless of whether the mod is active in a world. ``scripts_modactive/`` folders will only be added to the script path when the mod is active in the current loaded world.
## Documentation
- `modding-guide`: guide updated to include information for 3rd party script developers
- the ``untested`` tag has been renamed to ``unavailable`` to better reflect the status of the remaining unavaialable tools. most of the simply "untested" tools have now been tested and marked as working. the remaining tools are known to need development work before they are available again.
## Lua
- ``widget.Label``: tokens can now specify a ``htile`` property to indicate the tile that should be shown when the Label is hovered over with the mouse
- ``widget.Label``: click handlers no longer get the label itself as the first param to the click handler
- ``widget.CycleHotkeyLabel``: options that are bare integers will no longer be interpreted as the pen color in addition to being the label and value
- ``widget.CycleHotkeyLabel``: option labels and pens can now be functions that return a label or pen
- ``widgets.Label``: tokens can now specify a ``htile`` property to indicate the tile that should be shown when the Label is hovered over with the mouse
- ``widgets.Label``: click handlers no longer get the label itself as the first param to the click handler
- ``widgets.CycleHotkeyLabel``: options that are bare integers will no longer be interpreted as the pen color in addition to being the label and value
- ``widgets.CycleHotkeyLabel``: option labels and pens can now be functions that return a label or pen
# 50.07-beta1
@ -172,14 +184,14 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Fixes
-@ `nestboxes`: fixed bug causing nestboxes themselves to be forbidden, which prevented citizens from using them to lay eggs. Now only eggs are forbidden.
- `autobutcher`: implemented work-around for Dwarf Fortress not setting nicknames properly, so that nicknames created in the in-game interface are detected & protect animals from being butchered properly. Note that nicknames for unnamed units are not currently saved by dwarf fortress - use ``enable fix/protect-nicks`` to fix any nicknames created/removed within dwarf fortress so they can be saved/reloaded when you reload the game.
-@ `autobutcher`: implemented work-around for Dwarf Fortress not setting nicknames properly, so that nicknames created in the in-game interface are detected & protect animals from being butchered properly. Note that nicknames for unnamed units are not currently saved by dwarf fortress - use ``enable fix/protect-nicks`` to fix any nicknames created/removed within dwarf fortress so they can be saved/reloaded when you reload the game.
-@ `seedwatch`: fix saving and loading of seed stock targets
- `autodump`: changed behaviour to only change ``dump`` and ``forbid`` flags if an item is successfully dumped.
-@ `autochop`: generate default names for burrows with no assigned names
- ``Buildings::StockpileIterator``: fix check for stockpile items on block boundary.
- `tailor`: block making clothing sized for toads; make replacement clothing orders use the size of the wearer, not the size of the garment
-@ `confirm`: fix fps drop when enabled
- `channel-safely`: fix an out of bounds error regarding the REPORT event listener receiving (presumably) stale id's
-@ `channel-safely`: fix an out of bounds error regarding the REPORT event listener receiving (presumably) stale id's
## Misc Improvements
- `autobutcher`: logs activity to the console terminal instead of making disruptive in-game announcements
@ -203,13 +215,13 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Fixes
- ``Units::isFortControlled``: Account for agitated wildlife
-@ Fix right click sometimes closing both a DFHack window and a vanilla panel
- Fixed issue with scrollable lists having some data off-screen if they were scrolled before being made visible
- `channel-safely`: fixed bug resulting in marker mode never being set for any designation
-@ Fixed issue with scrollable lists having some data off-screen if they were scrolled before being made visible
-@ `channel-safely`: fixed bug resulting in marker mode never being set for any designation
-@ `automelt`: fixed bug related to lua stack smashing behavior in returned stockpile configs
-@ `autochop`: fixed bug related to lua stack smashing behavior in returned stockpile configs
- `nestboxes`: now cancels any in-progress hauling jobs when it protects a fertile egg
-@ `nestboxes`: now cancels any in-progress hauling jobs when it protects a fertile egg
-@ Fix persisted data not being written on manual save
- `nestboxes`: now scans for eggs more frequently and cancels any in-progress hauling jobs when it protects a fertile egg
-@ `nestboxes`: now scans for eggs more frequently and cancels any in-progress hauling jobs when it protects a fertile egg
## Misc Improvements
-@ `automelt`: is now more resistent to vanilla savegame corruption
@ -301,7 +313,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
# 50.05-alpha2
## Fixes
- `autofarm`: don't duplicate status line entries for crops with no current supply
-@ `autofarm`: don't duplicate status line entries for crops with no current supply
-@ `orders`: allow the orders library to be listed and imported properly (if you previously copied the orders library into your ``dfhack-config/orders`` directory to work around this bug, you can remove those files now)
- `tailor`: now respects the setting of the "used dyed clothing" standing order toggle

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