From 6be63ca842e8baf8f82860bb29fc2552af410521 Mon Sep 17 00:00:00 2001 From: Myk Taylor Date: Sat, 3 Aug 2024 16:48:55 -0700 Subject: [PATCH] changelog editing pass --- docs/changelog.txt | 50 +++++++++++++++++++++------------------------- 1 file changed, 23 insertions(+), 27 deletions(-) diff --git a/docs/changelog.txt b/docs/changelog.txt index b6567be373..9eb61ad09c 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -58,52 +58,48 @@ Template for new versions: ## Fixes - `changelayer`: fix incorrect lookup of geological region in multi-region embarks -- Fix handling of multi-line text when interacting with the system clipboard on Windows -- `zone`: fix alignment of animal actions overlay panel when the animal has a custom portrait (like named dragons) -- Fix ``cuboid`` ``df::coord`` constructors not initializing properly -- ``Units::isVisible``: account for units in cages -- ``Units::isHidingCurse``: don't check ``hunt_target``, which is obsolete -- ``Units::getReadableName``: correct display of ghost+curse names w/r/t each other and unit prof, use ``curse.name`` instead of iterating syndrome name effects -- `autodump`: cancel active job on dumped items +- Copy/Paste: Fix handling of multi-line text when interacting with the system clipboard on Windows +- `zone`: fix alignment of animal actions overlay panel (the one where you can click to geld/train/etc.) when the animal has a custom portrait (like named dragons) +- `autodump`: cancel any jobs that point to dumped items - `add-spatter`: fix a crash related to unloading a savegame with add-spatter reactions, then loading a second savegame with add-spatter reactions -- adjust semantics of vmethod interpose maps to avoid inserting null pointers +- `plant`: properly detect trees in a specified cuboid that only have branches/leaves in the cuboid area ## Misc Improvements -- `tweak`: improve performance of ``adamantine-cloth-wear`` tweak +- performance improvements for DFHack tools and infrastructure - `gui/pathable`: give edge tiles where wagons can enter the map a special highlight to make them more identifiable. this is especially useful when the game decides that only a portion of the map edge is usable by wagons. -- ``setAreaAquifer``, ``removeAreaAquifer``: make use of cuboid iters to simplify code -- ``Units::isNaked``: now only checks equipped items (including rings, for now). Setting bool ``no_items`` to true checks empty inventory like before. -- ``Units::isUndead``: bool ``include_vamps`` renamed to ``hiding_curse``. Fn now checks that instead of bloodsucker syndrome. -- ``Units::isDanger``: added bool ``hiding_curse``, passed to ``isUndead`` to avoid spoilers -- ``Units::getRaceChildName``, ``getRaceChildNameById``, ``getRaceBabyName``, ``getRaceBabyNameById``: bool ``plural`` to get plural form -- ``Units::getProfessionName``: bool ``land_title`` to append "of Sitename" where applicable, use Prisoner/Slave and noble spouse titles (controlled by ``ignore_noble``) -- `plant`: detect trees via branches/leaves for cuboid selection -- `autodump`: allow dumping items into air, converting into projectile like ``gui/autodump`` +- `autodump`: allow dumping items into mid-air, converting them into projectiles like `gui/autodump` does ## Documentation -- ``Units.h``: more comments on what each fn does -- Improve ``Units`` module Lua API docs, including some fns that were completely unlisted +- improved docs for ``dfhack.units`` module functions ## API -- ``Units``: allow historical figures to be passed instead of units for ``getReadableName``, ``getVisibleName``, and ``getProfessionName`` -- ``Units``: add missing fns ``getRaceReadableName``, ``getRaceReadableNameById``, ``getRaceNamePluralById`` to Lua API -- ``Units::isUnitInBox``, ``getUnitsInBox``: add versions that take cuboid, filter fn parameter for ``getUnitsInBox`` -- ``Units::getProfession``: get a unit's profession type accounting for fake identity +- ``Units``: add overloads that take historical figures for ``getReadableName``, ``getVisibleName``, and ``getProfessionName`` +- ``Units::isUnitInBox``, ``getUnitsInBox``: add versions that take a cuboid range, add filter fn parameter for ``getUnitsInBox`` +- ``Units::getProfession``: account for units with fake identities - ``Units::getCasteRaw``: get a caste_raw from a unit or race and caste - ``cuboid``: construct from ``df::map_block*``, ``forBlock`` iterator to access map blocks in cuboid - ``cuboid``: ``clamp(cuboid other)``, ``clampNew(cuboid other)`` for cuboid intersection. ``clampNew`` returns new cuboid instead of modifying. -- ``Items``: module no longer dependent on MapCache. No longer need to pass MapCache parameter to ``moveToGround``, ``moveToContainer``, ``moveToBuilding``, ``moveToInventory``, ``makeProjectile``, or ``Items::remove`` +- ``Items``: no longer need to pass MapCache parameter to ``moveToGround``, ``moveToContainer``, ``moveToBuilding``, ``moveToInventory``, ``makeProjectile``, or ``remove`` +- ``Units::isVisible``: account for units in cages +- ``Units::getReadableName``: correct display of ghost+curse names w/r/t each other and unit prof, use ``curse.name`` instead of iterating syndrome name effects +- ``setAreaAquifer``, ``removeAreaAquifer``: add overloads that take cuboid range specifiers +- ``Units::isNaked``: now only checks equipped items (including rings, for now). Setting bool ``no_items`` to true checks empty inventory like before. +- ``Units::isUndead``: bool ``include_vamps`` renamed to ``hiding_curse``. Fn now checks that instead of bloodsucker syndrome. +- ``Units::isDanger``: added bool ``hiding_curse``, passed to ``isUndead`` to avoid spoilers +- ``Units::getRaceChildName``, ``getRaceChildNameById``, ``getRaceBabyName``, ``getRaceBabyNameById``: bool ``plural`` to get plural form +- ``Units::getProfessionName``: bool ``land_title`` to append "of Sitename" where applicable, use Prisoner/Slave and noble spouse titles (controlled by ``ignore_noble``) ## Lua -- ``ZScreen``: new ``defocused`` property for starting screens without keyboard focus +- ``gui.ZScreen``: new ``defocused`` property for starting screens without keyboard focus - ``dfhack.units``: allow historical figures to be passed instead of units for ``getReadableName``, ``getVisibleName``, and ``getProfessionName`` - ``dfhack.items.moveToInventory``: make ``use_mode`` and ``body_part`` args optional +- ``dfhack.units``: add ``getRaceReadableName``, ``getRaceReadableNameById``, ``getRaceNamePluralById`` ## Removed - The ``PRELOAD_LIB`` environment variable has been renamed to ``DF_PRELOAD`` to match the naming scheme of other environment variables used by the ``dfhack`` startup script. If you are preloading libraries (e.g. for performance testing) please define ``DF_PRELOAD`` instead of ``PRELOAD_LIB`` or ``LD_PRELOAD`` - ``cuboid::clamp(bool block)``: renamed to ``cuboid::clampMap(bool block)``, name taken by ``cuboid::clamp(cuboid other)`` -- ``Units::MAX_COLORS``, ``Units::findIndexById``, ``Units::getNumUnits``, ``Units::getUnit``: not used anywhere; covered by ``DFHack::COLOR_MAX`` and various vector fns -- ``Units::getPhysicalDescription``: function never really worked, missing required address to call Bay12 code +- ``Units::MAX_COLORS``, ``Units::findIndexById``, ``Units::getNumUnits``, ``Units::getUnit``: replaced by ``DFHack::COLOR_MAX`` and the generated type-specific ``get_vector`` functions +- ``Units::getPhysicalDescription``: function requires DF call point that is no longer available. alternative is to navigate the unit info sheet and extract the description from the UI (see `markdown`) # 50.13-r3