0.4.23
- 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 withHarmonyas 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 useTHE_ARCHITECTas a prefix from accidentally having their dialogue modified. - Added suffixes
-startattackand-endattackto split the 'attack first, then dialogue' pattern.- The original
-attackis 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.
- The original
- Now explicitly only parse dialogue text starting with
- 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
- 原有的
- 现在明确只解析
Full Changelog: v0.4.22...v0.4.23