Releases: BAKAOLC/STS2-RitsuLib
Releases · BAKAOLC/STS2-RitsuLib
Release list
0.4.46
- Added some behavioral logic to lobby messages to resolve issues such as missing processing and residual data that may occur under certain boundary conditions.
- Added an event to the energy UI of secondary resources to enable a more granular response to energy changes.
- Added a set of predefined styles to allow simulating energy growth effects similar to Radiant Star.
- Added some hooks to support custom card behaviors during playback, such as skipping or prefix/suffix actions, to accommodate special requirements.
- Realigned some behaviors of FreePlay. Now, when setting a card to free, the consumption behavior for X-cost has been changed to align with vanilla game behavior.
- 为大厅消息增加了一些行为逻辑,以解决部分边界条件下可能出现的处理缺失、数据残留等问题
- 给次级资源的能量 UI 增加了一个事件,以使其能够在响应能量变化时做出更精细的响应
- 增加了一组预制的 style,以允许模拟类似辉星的能量成长效果
- 增加了一些 hook 以支持自定义卡片在播放时的行为,如跳过或前缀/后缀行为等,以支持一些特殊的需求
- 重新对齐了 FreePlay 的一些行为,现在设置免费时对 X 费的消耗行为有所变更,以对齐原版的行为
Full Changelog: v0.4.45...v0.4.46
0.4.45
- Optimized the parsing priority and related processing logic for some fonts to resolve potential conflicts during resource reloading.
- Fixed an erroneous method reflection invocation issue to resolve cases where the relevant method could not be correctly invoked.
- 优化了部分字体的解析优先级和相关处理逻辑,以解决资源重载时可能发生冲突的问题
- 修复了一个错误的方法反射调用问题,以解决部分情况下可能无法正确调用相关方法的问题
Full Changelog: v0.4.44...v0.4.45
0.4.44
- Added a setting value to allow explicitly specifying whether ModData is allowed to enter the cloud sync list when registering, defaulting to allowed to maintain consistency with legacy implementation.
- Added an extended registration method for RichTextEffect to allow customizing the display effect of RichTextEffect.
- Fixed an issue where Auto Play did not fully handle the logic correctly for CustomTargetType in single-target mode.
- Fixed an issue where RunSavedData's Lobby data might not be correctly generated and injected into the game in single-player mode.
- Added a process to clean up the recorded font cache when the game resets fonts, so that Custom Font and other mods can correctly override the related UI of RitsuLib.
- 补充了一个设置值,以允许注册 ModData 时显式指定其是否允许进入云端同步列表,默认为允许以保持与旧有实现的一致性
- 增加了一个 RichTextEffect 的扩展注册方法,以允许自定义 RichTextEffect 的显示效果
- 修复了 CustomTargetType 在单目标模式下,Auto Play 并不完全能正确处理逻辑的问题
- 修复了 RunSavedData 在单人游戏模式下 Lobby 数据可能没有正确生成并注入到游戏中的问题
- 增加了一个处理以在游戏重置字体时清理记录的字体缓存,以支持 Custom Font 等 mods 能够正确兼容覆盖 RitsuLib 的相关 UI
Full Changelog: v0.4.43...v0.4.44
0.4.43
- Refactored the font parsing logic to resolve font fallback issues on some systems, and optimized certain behaviors.
- Loading speed of relevant interfaces such as the settings screen may now be further improved.
- Added NetId table sorting logic for SavedProperty in deterministic sorting, with activation conditions and logic consistent with ModelDb sorting.
- This feature will be deprecated when official native support for this feature is added.
- Fixed an issue where I18N types were missing some fallback logic.
- Now, when BaseLib is detected using an old rendering protocol, it imports BaseLib's sections and keeps its own renderer active, instead of degrading to old behavior logic.
- Fixed an issue where Ancient was not displayed correctly in the console/codex interface in some scenarios.
- Adjusted some patch behaviors and merging logic to correct behavior logic.
- Removed some unnecessary processing logic.
- 重构了字体解析逻辑,以解决部分系统的字体 fallback 问题,并且优化了部分表现
- 现在设置界面等相关界面的加载速度可能会再次获得提升
- 为确定性排序增加了 SavedProperty 的 NetId 表整理逻辑,生效条件和逻辑与 ModelDb 排序一致
- 该功能将于官方原生内置支持此功能后废弃
- 修正了 I18N 类型缺少了部分 fallback 逻辑的问题
- 现在在检测到 BaseLib 使用旧版渲染协议时,会导入 BaseLib 的段落并保持自己的渲染器活动,而不再是退化至老行为逻辑
- 修复了部分场景下 Ancient 并不能正确显示在控制台/图鉴界面的问题
- 调整了部分补丁行为和合并逻辑,以修正行为逻辑
- 移除了部分不需要的处理逻辑
Full Changelog: v0.4.42...v0.4.43
0.4.42
- Added a lightweight virtual mapping registration to allow mapping some supported files as FMod Event resources, enabling sound playback through the FMod system.
- Added a handler to ensure the console cache correctly records all existing mappings.
- Fixed an issue where changing window resolution in the settings interface did not correctly synchronize container size and content size.
- Optimized the implementation of the model name retrieval method for AbstractModel.
- Added a set of Hook hooks for modifying healing values to allow modifying healing values at game runtime.
- 增加了一个轻量级的虚拟映射注册,以允许将部分支持的文件映射为 FMod 的 Event 资源,以支持通过 FMod 系统播放声音
- 增加了一个处理以保证控制台 cache 能够正确记录现有的所有映射关系
- 修正了在设置界面中修改窗口分辨率不会正确的同步容器大小和内容大小的问题
- 优化了对 AbstractModel 的模型名称获取方法的实现
- 增加了一组对治疗数值修改的 Hook 钩子,以允许在游戏运行时修改治疗数值
Full Changelog: v0.4.41...v0.4.42
0.4.41
- Removed some restrictions; now can help display statistics of non-RitsuLib characters on the stats screen as well.
- Added a new interface; now can add extra overlays to cards, and supports multiple contributors stacking overlays.
- Added object validity checks for many interfaces to avoid unexpected null reference errors in certain situations.
- 解除了部分限制,现在能够帮忙把非 RitsuLib 的角色的统计也显示在统计屏幕上了
- 添加了一个新的接口,现在可以为卡牌增加额外的覆盖层,并支持多个贡献者叠加覆盖层
- 为许多接口增加了对象有效性检查,以避免在某些情况下出现意外的空引用错误
Full Changelog: v0.4.40...v0.4.41
0.4.40
0.4.39
- AssetProfile adds an optional setting to force cards to display as Primordial Card style or normal style
- Fixed an error in recording the state of being played for free
- Added an option for secondary resources to trigger enchantment's movement position adjustment when present
- Only consistent with when there is a Star, meaning if you have many resources, you need to handle position collisions yourself
- Fixed some display style errors for resource costs
- AssetProfile 增加了一个可选的设置值,以允许强制让卡牌显示为先古卡样式或普通样式
- 修正了免费打出的状态记录错误
- 增加了一个可选项用于让次级资源能够在存在时触发附魔的移动位置调整
- 仅会和有辉星时保持一致,也就是说如果你的资源较多,你需要自己处理位置的碰撞
- 修正了资源费用的部分显示样式错误
Full Changelog: v0.4.38...v0.4.39
0.4.38
- ModData's RuntimeInterop has added the V2 protocol to provide better support for weak dependency data storage capabilities.
- Added missing localized fixed placeholders for secondary resources.
- Secondary resources have added an optional fail payment logic, now allowing specified resources to be paid and played even when insufficient, along with various optional side-effect handling.
- Secondary resources have added an optional additional payment logic, now allowing specified resources to automatically pay extra resources to trigger more effects and judgments.
- ModData 的 RuntimeInterop 新增了 V2 协议,以提供更好的弱依赖数据存储能力支持
- 补充了缺失的次级资源本地化固定占位符
- 次级资源增加了一个可选的失败支付逻辑,现在允许指定资源在不足时也能够支付打出,并进行各种可选的副作用处理
- 次级资源增加了一个可选的额外支付逻辑,现在允许指定资源能够自动额外支付更多的资源以允许触发更多的效果和判定
Full Changelog: v0.4.37...v0.4.38
0.4.37
- Added some details to ensure compilation with some older versions
- Modified some details about Upgrade to ensure correct handling of cards that can be upgraded multiple times
- Fixed an issue where secondary resources did not correctly update color and value based on cost changes
- Fixed an issue where secondary resources did not correctly apply effective resources during replay and other scenarios
- Modified the patch logic for Harmony to ensure the split assemblies of the mobile launcher are also handled correctly
- Added a feature to copy the list of workshop IDs for subscribed Steam Workshop mods
- Added a feature to import a workshop ID list to view details and batch subscribe
- Changed the name of a settings submenu page to more accurately describe its content
- Added an easter egg
- 补充部分细节以保证面向部分旧版本仍然能编译
- 修改了部分关于 Upgrade 的细节以保证能正确处理能多次升级的卡牌
- 修复了次级资源没有正确根据费用变化更新颜色和数值的问题
- 修复了次级资源在重放等情况下没有正确应用生效资源的问题
- 修改了对 Harmony 的补丁逻辑以保证移动端启动器的拆分程序集也能正确处理
- 添加了复制已订阅的创意工坊 mod 的 workshop id 列表的功能
- 添加了允许导入 workshop id 列表以查看详情和批量订阅的功能
- 修改了一个设置子菜单页面的名称以更准确描述内容
- 添加了一个彩蛋
Full Changelog: v0.4.36...v0.4.37