102 lines
3.7 KiB
ReStructuredText
102 lines
3.7 KiB
ReStructuredText
.. comment
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This is the development changelog file for DFHack. If you add or change
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anything, note it here under the heading "DFHack Future", in the appropriate
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section. Items within each section are listed in alphabetical order to
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minimise merge conflicts. Try to match the style and level of detail of the
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other entries.
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This file contains changes that are relevant to users of prereleases. These
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changes should include changes from just the previous release, whether that
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release was stable or not. For instance, a feature added in 0.43.05-alpha1
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should go under "0.43.05-alpha1" here *and* "0.43.05-r1" (or "future") in
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NEWS.rst. A fix in one prerelease for an issue in the previous prerelease
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should just go here in the appropriate section, not in NEWS.rst.
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Sections for each release are added as required, and consist solely of the
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following in order as subheadings::
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Fixes
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Structures
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API Changes
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Additions/Removals
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Other Changes
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When referring to a script, plugin, or command, use backticks (```) to
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create a link to the relevant documentation - and check that the docs are
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still up to date!
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When adding a new release, change "DFHack future" to the appropriate title
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before releasing, and then add a new "DFHack future" section after releasing.
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.. _dev-changelog:
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#####################
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Development Changelog
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#####################
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.. contents::
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:depth: 2
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DFHack 0.43.05-alpha3
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=====================
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Fixes
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-----
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- `add-thought`: fixed support for emotion names
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- `autofarm`: Made surface farms detect local biome
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- `devel/export-dt-ini`: fixed squad_schedule_entry size
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- `labormanager`:
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- Now accounts for unit attributes
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- Made instrument-building jobs work (constructed instruments)
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- Fixed deconstructing constructed instruments
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- Fixed jobs in bowyer's shops
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- Fixed trap component jobs
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- Fixed multi-material construction jobs
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- Fixed deconstruction of buildings containing items
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- Fixed interference caused by "store item in vehicle" jobs
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- `manipulator`: Fixed crash when selecting a profession from an empty list
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- `ruby`:
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- Fixed crash on Win64 due to truncated global addresses
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- Fixed compilation on Win64
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- Use correct raw string length with encodings
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Structures
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----------
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- Changed many ``comment`` XML attributes with version numbers to use new
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``since`` attribute instead
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- ``activity_event_conflictst.sides``: named many fields
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- ``building_def.build_key``: fixed size on 64-bit Linux and OS X
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- ``historical_kills``:
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- ``unk_30`` -> ``killed_underground_region``
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- ``unk_40`` -> ``killed_region``
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- ``historical_kills.killed_undead``: removed ``skeletal`` flag
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- ``ui_advmode``: aligned enough so that it doesn't crash (64-bit OS X/Linux)
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- ``ui_advmode.show_menu``: changed from bool to enum
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- ``unit_personality.emotions.flags``: now a bitfield
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API Changes
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-----------
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- Added ``DFHack::Job::removeJob()`` function
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- C++: Removed bitfield constructors that take an initial value. These kept
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bitfields from being used in unions. Set ``bitfield.whole`` directly instead.
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- Lua: ``bitfield.whole`` now returns an integer, not a decimal
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Additions/Removals
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------------------
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- Removed source for treefarm plugin (wasn't built)
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- Added `modtools/change-build-menu`: Edit the build mode sidebar menus
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- Added `modtools/if-entity`: Run a command if the current entity matches a
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given ID
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- Added `season-palette`: Swap color palettes with the changes of the seasons
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Other changes
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-------------
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- Changed minimum GCC version to 4.8 on OS X and Linux (earlier versions
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wouldn't have worked on Linux anyway)
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- Updated TinyXML from 2.5.3 to 2.6.2
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