Releases: Aslain/modmenu
Releases · Aslain/modmenu
Release list
Mod Menu 2.0.17
Changed
- A setting value a mod hands the menu that cannot be saved no longer stops the menu from saving everything else. Only that value is left out, and the log names the mod and the setting.
Fixed
- Smaller text written next to larger text on one line, such as a unit beside a value, now sits on the same line as the larger text instead of slightly below it.
Mod Menu 2.0.16
Added
- A control can carry several buttons side by side, for example an up and a down arrow, each with its own tooltip and its own answer to a right click.
- Rows a mod reorders slide to their new places instead of jumping.
Changed
- Button icons keep their own colors instead of being toned to grey.
- Switches have a new look, a thin track with a knob that slides across when clicked.
Fixed
- Tabs no longer shift sideways when you switch between them.
- The font chosen in the menu settings now applies to the whole window, tabs and text fields included.
- Color options no longer show up as unsaved changes after a mod redraws its options.
- A change not yet applied is no longer lost when a mod redraws its options, for example after a line is moved.
Mod Menu 2.0.15
Fixed
- A short tooltip no longer shows a scrollbar that hides its last line.
- A tooltip taller than the screen always shows its scrollbar and scrolls with the mouse wheel.
- Wrapped text in the right column of a tooltip table lines up correctly.
Mod Menu 2.0.14
Fixed
- An error in another mod can no longer break the menu window, the garage button or the hotkey that opens the menu.
- After a very long tooltip, the tooltips shown next no longer keep its height.
- The settings window uses less of the game's resources while it stays open.
Mod Menu 2.0.13
Fixed
- Scrolling with the mouse wheel now works the same way in every list in the menu.
- The window list opened from the garage button has a scrollbar.
Changed
- The window list uses the full height of the screen before it starts to scroll.
- The window list closes when the screen resolution or the interface scale changes.
Mod Menu 2.0.12
Fixed
- After a battle started while the Mod Menu window was open, ESC, the key that opens the menu and the garage button all stopped working in the garage afterwards. The game closes the window on its own when a battle starts, and the menu did not notice, so it kept acting as if the window were still there.
Mod Menu 2.0.11
Changed
- On an ultrawide screen the window no longer stretches across the whole width. It keeps the width it would have on a 16:9 screen of the same height and sits in the middle. On any other screen nothing changes, including a 16:9 screen with the game running in a window.
Added
- Wide screen in the menu settings: the window can sit in the middle, against the left or the right edge, or stretch across the whole width as before. Left and right are meant for three monitors joined into one, where the window lands on an outer monitor with the margins a single monitor would show.
setWindowDefaultstakeswideScreen, so a container can choose where its window starts:center,left,rightorstretch.- With debug on, the log records the size and shape of the game's surface when the window opens and whenever it changes.
Mod Menu 2.0.10
Fixed
- A mod switched off and then reset kept its name grayed out in the list on the left, while the switch in its panel already read on. Resetting a mod puts its own on and off state back along with everything else, and the row in the list now follows it. The two other ways of switching a mod, the dot on the row and the switch in the panel, were never affected.
Mod Menu 2.0.09
Added
- A new option carries the word NEW beside its label, in the menu language.
- Picking a mod from the window list plays the sound the game's own controls press with. It was silent before, and on the login screen it reached for a sound that screen does not carry.
createHotkeyhonors itsfloatargument in this edition.belowgives the keys a line of their own under the label, against the left edge;rightdoes the same against the right edge;nonestays the ordinary row. The argument was accepted and had no effect here until now. The Flash edition drawsrightdifferently: there the label flows around the keys, which this engine cannot do.- A container can choose how the hovered row is marked:
bar,rulesorlabel.
Changed
- The highlight on a new option was a flat fill with a bar at its left, the same as a selected mod in the list. It is a gradient in the accent color now, fading out at every edge, with a breathing bar and a light crossing the row.
- Its colors follow the accent the player picked. They were fixed to the default gold.
- The counter beside the mod's name breathes and sends out a ring.
- The hovered row is marked at its edge instead of by recoloring its label, so the mark stays readable whatever the accent is.
- The hover tint lifts by a fixed step away from the window background rather than by a share of it, so it stays visible on a dark window.
- The log is quiet. A release writes one line saying which version is running, plus anything that actually went wrong. The diagnostics that used to sit beside them are still there and still off: put
"debug": trueinmods/configs/aslainMenu.jsonto get them back. - The footer button's icon tile takes the window background, so the button carries both of a container's colors instead of only its accent.
Fixed
- A value seeded with
setWindowDefaultsstopped being a default the first time the player saved anything in the settings panel. The panel writes every value it holds on each save, so one change claimed the accent, the background, the scale and the font as choices. A value equal to the seed is not stored now. - The Default button beside the accent and the one beside the background reset to the menu's color, ignoring a color seeded with
setWindowDefaults. They reset to the container's default now. - Reset in the settings panel left both colors where they were for a window with no container behind it.
- The footer button took the menu's colors even where a container declared its own. Where one container is in play, the button carries that container's pair.
- The footer button repainted only on Reset. Every color change reaches it now.
- Cancel, the close cross and ESC left a color picked in the panel applied and saved. They put the window's look back to what it was on open.
- A reload that kept the layout brought a highlight back without the NEW tag: the panel is not rebuilt in that case, and only the renderer built the tag.
- A template reload that omitted
enabledswitched the mod off in the list while the panel's own switch still read on. reloadModTemplatedid not store the template it announced, so a highlight marked as seen after a token bump stayed lit until the window was reopened.- Neither glow animated: the engine refuses
var()in a keyframe and refuses two units for one property. The shadow is set in the rule and the frames carry the opacity. - The rows in the settings panel stood too close together, and the row holding the key that opens the menu touched the rows around it. That row takes the height it needs now.
- On the login screen the window list opened away from the button that opens it, and the pointer beneath it aimed at nothing. Both follow the button now, on either screen.
- The window list kept its old width after a resolution change.
Documentation
registerStyle: the properties that survive the filter, how selectors are rewritten, what is refused, and the class names to aim at.- Text fields, the fixed palette (
presets,presetsOnly,enableAlpha), the collapsed image,buttonHandlerandfloatwere accepted by the API and documented nowhere. They are written up now. - See
docs/api.md.
Mod Menu 2.0.08
Changed
- Auto now shares the options area equally between the columns a mod declares: two take half each, three a third each, four a quarter each. A mod declaring one column keeps half the row. Before this every column in auto was held to a quarter, so a two-column mod stood in the left half with the rest of the row empty.
Fixed
- In two and four columns, a mod with fewer columns than the mode asks for took the whole options area, so its rows stretched from edge to edge and a hotkey's keys landed in the far corner. It keeps its share of the row now, the rest stays empty.
- A tab marked full width did not span the panel in auto mode.
- The panel scale could be raised past what the screen holds, and the buttons in the window header fell off the right edge. It stops where the header still fits them, on a 1280 wide screen at 160 per cent. The stored setting is not changed, so a higher one applies again on a wider screen.
- The settings panel kept the size it was opened at until it was closed and opened again, while the font size beside it changed the panel at once. It follows the panel scale now and stays under the button it hangs from.
- Resetting a mod to its defaults was written to the log at a level this game client does not record.
- A mod whose template declares a hotkey as a nested list,
[[262]], was handed that shape back on its first apply and could fail on it; the value is stored flat from the start now, the shape the window writes on every save.
Added
- A click on the number between the minus and the plus of panel scale, font size or transparency puts that one setting back to its default. A container that seeded its own value through
setWindowDefaultsgets that value, not the menu's.