Releases: DooDesch-Mods/ScheduleOne-Polyfill
Release list
v0.7.2
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
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
Full Changelog: v0.7.0...v0.7.1
v0.7.0
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
Full Changelog: v0.6.2...v0.7.0
v0.6.2
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
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
Full Changelog: v0.6.0...v0.6.1
v0.6.0
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, soInteractbecame the vehicle-lights key.
Added
polyfillprefab thmandpolyfillprefab doorsreport 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
Full Changelog: v0.5.2...v0.6.0
v0.5.2
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.TreeScalein 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
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
Full Changelog: v0.5.0...v0.5.1
v0.5.0
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.
polyfillexportgains a REFUSED section for
every repair it had a candidate for and did not trust. polyfillregenhas 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
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
Full Changelog: v0.4.2...v0.4.3