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Mod Menu 2.0.09

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@Aslain Aslain released this 09 Sep 18:08
· 11 commits to main since this release

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.
  • createHotkey honors its float argument in this edition. below gives the keys a line of their own under the label, against the left edge; right does the same against the right edge; none stays the ordinary row. The argument was accepted and had no effect here until now. The Flash edition draws right differently: there the label flows around the keys, which this engine cannot do.
  • A container can choose how the hovered row is marked: bar, rules or label.

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": true in mods/configs/aslainMenu.json to 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 setWindowDefaults stopped 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 enabled switched the mod off in the list while the panel's own switch still read on.
  • reloadModTemplate did 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, buttonHandler and float were accepted by the API and documented nowhere. They are written up now.
  • See docs/api.md.