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0.4.23

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@github-actions github-actions released this 15 Jun 11:59
· 1038 commits to main since this release
v0.4.23
bfdcc45
  • Adjusted the activation logic of BannerTexture again to ensure its usability.
  • Added a check for MonoMod.RuntimeDetour. When found, it will force a scan and treat all overlapping hooks with Harmony as conflicts and issue warnings.
    • Warnings will be output simultaneously in the log and as a toast at startup.
  • Adjusted the processing logic for interrupted loading in some settings interfaces to better meet requirements.
  • Removed some logic using Godot's native layout and switched to pure manual layout to solve Godot's poor performance and idiotic layout issues.
  • Modified the parsing logic for architect dialogue.
    • Now explicitly only parse dialogue text starting with THE_ARCHITECT.talk. to prevent other mods that use THE_ARCHITECT as a prefix from accidentally having their dialogue modified.
    • Added suffixes -startattack and -endattack to split the 'attack first, then dialogue' pattern.
      • The original -attack is retained as a compatibility key for -endattack.
      • Note: Although the same keys are used, the behavior is not consistent with BaseLib. The actual behavior of these two keys in BaseLib is reversed.

  • 再次调整 BannerTexture 的生效逻辑,以保证其可用性
  • 增加了对 MonoMod.RuntimeDetour 的检查,当发现其存在时会强制性进行一次扫描并将所有与 Harmony 重叠挂钩的部分视为冲突并进行警告
    • 会同时在日志中和启动时 Toast 一并输出警告
  • 调整了部分设置界面中断加载时的处理逻辑,以使其更为符合需求
  • 删除了部分使用 godot 原生布局的逻辑,改为纯手动布局,以解决 godot 的垃圾性能和弱智布局问题
  • 修改了建筑师对话的解析逻辑
    • 现在明确只解析 THE_ARCHITECT.talk. 开头的对话文本,以防止有其他使用 THE_ARCHITECT 作为开头的 mod 先古被意外修改对话
    • 增加了 -startattack 和 -endattack 后缀,用以拆分先攻击再对话的模式
      • 原有的 -attack 作为 -endattack 的兼容性 key 保留
      • 注意:虽然使用了一致的 Key,但是行为与 BaseLib 并不保持一致,BaseLib 的这两个 key 实质行为是反的

Full Changelog: v0.4.22...v0.4.23