Releases: SpontanCombust/tw3-settings-framework
Releases · SpontanCombust/tw3-settings-framework
1.0.2
What's Changed
- replaced previously added
4.04a_REDkit
hooks with4.04a_REDkit+
ones that utilize annotations, achieving 100% compatibility and merge-friendliness for all game versions moving forward witcherscript.toml
manifests no longer get included in released packages
Full Changelog: 1.0.1...1.0.2
1.0.1
What's Changed
- Added hooks for game version 4.04a_REDkit
- Added WitcherScript IDE manifest files to the project
Full Changelog: 1.0.0...1.0.1
1.0.0
What changed
- scripts from
modSettingsFramework
that modify vanilla code have been seperated intomodSettingsFrameworkHooks
that can be downloaded for different game versions
Variant of the hooks for v1.32 requires Community Patch - Base.
If you're migrating from v0.6 first delete previous modSettingsFramework
.
Full Changelog: 0.6.1...1.0.0
0.6.1
What changed
- fixed slider display type arguments causing an error if they were not an integer number
- made xml var node parsing errors more verbose
- fixed empty witcher script file being created when an error occurs during parsing - now no file is created if an there is an error in the process
Full Changelog: 0.6.0...0.6.1
0.6.0
Caution
Files generated by previous framework versions are not compatible with this version
What's Changed
- Stripped down the command line interface in favor of passing the data for the parser inside XML file. Check the README for more information #12
- Reduced the amount and complexity of the code generated by the parser #11
- Major framework events during the game are now logged in ModSettingsFramework channel #10
- Group classes now themselves contain the code to handle their own variables instead of everything being done in the master class (ValidateSettings, ReadSettings, WriteSettings). So if you update values in a single group, only that single group needs to be updated. #14
Full Changelog: 0.5.0...0.6.0
0.6.0-beta1
- Fixed settings not being read on initialization
- Enum mappings now get generated for individual groups
- Reduced the amount of code that has to be generated in the master
- Removed
--no-var-validation
in CLI in favour of new custom attributemsfValidate
0.6.0-beta0
What's Changed
- Stripped down the command line interface in favour of passing the data for the parser inside XML file. Check the README for more information #12
- Reduced the amount and complexity of the code generated by the parser #11
- Major framework events during the game are now logged in
ModSettingsFramework
channel #10 - Group classes now themselves contain the code to handle their own variables instead of everything being done in the master class #14
Full Changelog: 0.5.0...0.6.0-beta0
0.5.0
What's Changed
NEW
- "OPTIONS" type vars can now be parsed into custom enum types; check out
doc/details.md
for further information - #6 value validation step after reading and before writing to config
--omit-prefix
option can now be used multiple times to collect multiple possible prefixes- added new example in
samples
and added w3strings files to them
FIXES
- #9 generated WS file will no longer be overwritten if parsing will fail
Full Changelog: 0.4.0...0.5.0
0.4.0
What's Changed
- Framework ported to game version 4.04 (Next-Gen Update)
Full Changelog: 0.3.1...0.4.0
0.3.1
Minor code refactor.
Getting an error in the application should now result in actually returning with error from it instead of only printing an error.
Improvements to github workflow: automatic sample regeneration.
For game version 4.03.
Full Changelog: 0.3.0...0.3.1