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Releases: DooDesch-Mods/ScheduleOne-Polyfill

v0.7.2

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@github-actions github-actions released this 13 Aug 19:40
7aa2fb3

Changes in 0.7.2

Fixed

  • Bella's handover screen really does list your options now. 0.7.1 checked the wrong thing: the screen
    reads the customer's favourite drug with no count check, and hers has none.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(fixes): ask whether the panel can DRAW the customer, not whether it has data by @DooDesch in #28

Full Changelog: v0.7.1...v0.7.2

v0.7.1

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@github-actions github-actions released this 13 Aug 17:42
691d02a

Changes in 0.7.1

Fixed

  • Bella's handover screen shows your options again. It reads the customer's preferences straight out, and
    OverTheCounter's own customer has none, so the screen never filled in.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(fixes): a mod's own customer can be handed goods again by @DooDesch in #27

Full Changelog: v0.7.0...v0.7.1

v0.7.0

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@github-actions github-actions released this 13 Aug 15:45
84ad1e3

Changes in 0.7.0

Fixed

  • OverTheCounter keeps its manager panel AND the game keeps its clipboard. 0.4.6 deleted the NPC selector
    screen, which killed both; it now answers that it is not open, which is true.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • feat(bridges): a screen the game deleted answers that it is not open by @DooDesch in #26

Full Changelog: v0.6.2...v0.7.0

v0.6.2

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@github-actions github-actions released this 13 Aug 14:45
6d8b23b

Changes in 0.6.2

Fixed

  • OverTheCounter's route picker closes again without choosing. Right-click, which is what the mod's own
    community repatch picked after 0.4.6 removed the Escape and Back buttons.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(inject): the renamed type is put back on the way IN as well by @DooDesch in #24
  • fix(fixes): a deleted button gets the stand-in its own author chose by @DooDesch in #25

Full Changelog: v0.6.1...v0.6.2

v0.6.1

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@github-actions github-actions released this 13 Aug 12:44
c85a97d

Changes in 0.6.1

Fixed

  • The management clipboard works again with OverTheCounter installed. Its patch asks for a screen 0.4.6
    removed, which killed the whole clipboard and filled the console every frame.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(fixes): the management clipboard stops being dead in your hands by @DooDesch in #23

Full Changelog: v0.6.0...v0.6.1

v0.6.0

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@github-actions github-actions released this 13 Aug 12:25
30e317a

Changes in 0.6.0

Fixed

  • T.H.M's syringe and garrote kill again. They were repaired as far as the killing blow, which then never
    landed and said nothing.
  • A type the game moved to another assembly AND renamed is put back properly. The old repair crashed any
    mod method that mentioned it, past that mod's own error handling.
  • Mods built before 0.4.6 press the key they mean to press. The game deleted 14 entries from the middle of
    its button list, so Interact became the vehicle-lights key.

Added

  • polyfillprefab thm and polyfillprefab doors report why a mod's action did nothing, in debug builds.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(inject): the POC mod's kill lands - two defects in Polyfill's own repairs by @DooDesch in #22

Full Changelog: v0.5.2...v0.6.0

v0.5.2

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@github-actions github-actions released this 13 Aug 00:26
7e58e9f

Changes in 0.5.2

Fixed

  • Doors a mod puts up in a property you already own can be opened again. They locked themselves and waited
    for a purchase that had already happened, showing no prompt at all.
  • Counters, switches and doors a mod spawns come out visible. Half the copies Polyfill could hand over are
    switched off, because the game deactivates a building's interior while you are away from it.

Added

  • Bigger Trees makes the trees bigger again. The game stopped drawing terrain trees in 0.4.6f5 and the
    mod's setting reached nothing. TreeScale in MelonPreferences sets the size, 1 leaves them alone.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • feat(fixes): make the trees bigger, which is what Bigger Trees promises by @DooDesch in #19
  • feat(fixes): doors and counters a mod spawns come out usable by @DooDesch in #20

Full Changelog: v0.5.1...v0.5.2

v0.5.1

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@github-actions github-actions released this 12 Aug 22:53

Changes in 0.5.1

Added

  • OverTheCounter's drifters stop throwing an error every tick. The mod asks for a character the game no
    longer has and fell back to an employee, which crashes without a workplace.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • feat(fixes): Bigger Trees and OverTheCounter's drifters by @DooDesch in #18

Full Changelog: v0.5.0...v0.5.1

v0.5.0

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@github-actions github-actions released this 12 Aug 21:01

Changes in 0.5.0

Fixed

  • After a Schedule I update Polyfill starts from the game's new files. It used to keep writing its copy of
    the old ones back over them, which broke mods that had been fine.
  • Repairs keep working when the game reaches 0.5.0 or 1.0. Version numbers were compared in a way that read
    0.5.0 as older than 0.4.6f5, which would have switched the rename history off.
  • A repair a person wrote by hand is used before one guessed from spelling. Two similar-looking names could
    stop the better answer from being used at all.

Added

  • The report says what Polyfill DID, not only what it found. polyfillexport gains a REFUSED section for
    every repair it had a candidate for and did not trust.
  • polyfillregen has MelonLoader build the game's generated files again, for when Polyfill reports that it
    has no untouched copy of one left.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • fix(inject): stop writing the previous game version over the new one by @DooDesch in #15
  • refactor(contract): one version arithmetic, one report format, and a suite to hold them by @DooDesch in #16
  • feat(versiondb): read the game's history as steps, walked to the installed build by @DooDesch in #17

Full Changelog: v0.4.3...v0.5.0

v0.4.3

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@github-actions github-actions released this 12 Aug 17:56
5c445a7

Changes in 0.4.3

Fixed

  • OverTheCounter's co-op sync is no longer switched off by a version number. It demanded exactly the
    SteamNetworkLib it was built with, and the newer one carries everything it calls.

Installing by hand: Polyfill.Boot.dll goes into Plugins/, Polyfill.dll into Mods/. The plugin
does the work and has to be a plugin - it runs before any mod is read - so a copy of it in Mods/ is
ignored by MelonLoader. The mod only adds the console commands and can be left out.

Polyfill patches the game, not your mods. Your own files are never changed, and polyfillrestore in
the console takes the patch back out on the next launch.

What's Changed

  • feat(fixes): stop a version number switching OverTheCounter's co-op off by @DooDesch in #14

Full Changelog: v0.4.2...v0.4.3