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Releases: DooDesch-Mods/ScheduleOne-SideHustle

v2.4.2

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@github-actions github-actions released this 12 Aug 22:59
93f90a0

Changes in 2.4.2

Fixed

  • Side Hustle loads again after 2.4.1, which quietly needed a newer S1API than it asked for and broke
    the lobby list on installs that had not updated.
  • The package asks for S1API 3.1.15 now, so a mod manager pulls a version that matches.

What's Changed

  • fix(ci): declare the S1API version the build actually binds by @DooDesch in #24

Full Changelog: v2.4.1...v2.4.2

v2.4.1

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@github-actions github-actions released this 12 Aug 22:31
b6c5701

Changes in 2.4.1

Fixed

  • Non-friends can join your hosted lobby again. Since game version 0.4.6f12 every lobby stayed
    friends-only and joiners got "Authentication failed".
  • The fix sits with the host, so joining a public lobby needs its host on 2.4.1 or later.

What's Changed

  • docs: link the README at docs.doodesch.de by @DooDesch in #20
  • fix(lobby): take the supplied door icon, re-encoded for the phone by @DooDesch in #21
  • ci: give the Nexus changelog field plain text, not BBCode by @DooDesch in #22
  • fix(mp): keep setting the Steam auth mode until the authenticator exists by @DooDesch in #23

Full Changelog: v2.4.0...v2.4.1

v2.4.0

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@github-actions github-actions released this 08 Aug 16:43
842dbee

Changes in 2.4.0

Added

  • Your mods can wait for a lobby instead of loading at startup, so joining somebody's session stops meaning quit first. Switch it on with DeferModsUntilLobby.
    • AlwaysLoadMods names what has to be there before a lobby exists: a bridge, an overlay, a profiler.
  • Joining a synced lobby skips the restart. The host's mods load out of the package cache while you stay on the screen you were on.
    • A mod already running at a different version than the session wants still costs one. The log names the mod and both versions.
  • The gamemode list shows installed gamemodes that have not loaded yet, with the name, version and author their own file declares. One click loads and starts it.

Changed

  • The Lobby app's icon on your phone is white instead of teal.

What's Changed

  • feat(gate): nothing loads until a lobby does by @DooDesch in #16
  • fix(lobby): draw the app icon filled, so it survives 64 pixels by @DooDesch in #17
  • revert(lobby): take the door glyph back, in white by @DooDesch in #18
  • chore(release): 2.4.0 by @DooDesch in #19

Full Changelog: v2.3.1...v2.4.0

v2.3.1

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@github-actions github-actions released this 08 Aug 15:27
d8d5aac

Changes in 2.3.1

Added

  • The Lobby app offers "Publish again" when your mod list is not on the lobby. Nobody can join until it is.

Fixed

  • Other players can join your session again. A large synced mod list left no room on the lobby for the checksum joiners check it against, so every sync failed.
  • The mod requirement switches back on after you switch it off. It re-publishes the list instead of refusing with "nothing to check".
  • Holding the seats stepper stops lagging. The number moves at once and Steam hears about it once, 0.4s after your last click.
  • A rename Steam refuses keeps what you typed and says so. The field used to come back empty.
  • The Publish row says your session is already listed instead of offering a button that answers "could not".

What's Changed

  • build: take the deploy target from Deploy.props by @DooDesch in #13
  • ci: take the release version from the tag, not from the csproj by @DooDesch in #14
  • fix(sync): keep the mod-set hash on the lobby when the payload will not fit by @DooDesch in #15

Full Changelog: v2.3.0...v2.3.1

v2.3.0

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@github-actions github-actions released this 08 Aug 12:58
736181f

Changes in 2.3.0

Added

  • The main menu shows a column on the right: sessions listed, how many take players, the mod profile you
    booted into, and whether anyone messaged you. Switch it off with MenuStatePanel.
  • A Lobby app on your phone changes what used to need a new session: name, join password, public or friends
    only, seats, mod requirement, publishing. Host only, and it applies to the next person who joins.
  • Lobby cards get a Chat button next to Join, and the join screens carry that conversation down the right,
    so a mod you cannot download becomes a question instead of a dead end.
    • It only shows for hosts who take messages. Switch yours off with AcceptStrangerMessages, mute one
      person from the app, or hide the column with JoinChatPanel.
  • Lobby cards say which branch the host plays on, IL2CPP in green or Mono in red. The two cannot play
    together, and nothing on the card used to tell you before you tried.
  • The Rejoining screen gets a Cancel button after eight seconds. It leaves the host's lobby so you stop
    holding a seat, and your synced mods stay set up.

Fixed

  • Joining a lobby published from the pause menu works. It was never marked ready for players, so you
    installed the host's mods, restarted, and landed on your own main menu.
  • A join that cannot work stops early: lobbies taking no players are marked in the browser, and a join that
    never starts gives up after 15 seconds with the reason on screen.
  • The manual install list says in one short line why a mod cannot be downloaded. A mod the host built
    themselves looked exactly like one still on its way.
  • Backing out of a lobby you were checking leaves it behind. Its mod list kept loading and threw that
    lobby's sync screen over whatever you picked next, seconds later.
  • The Publish button stays out of gamemode rounds. Pressing it while hosting one rewrote the round's own
    lobby details, and unpublishing then made the lobby impossible to join.

What's Changed

  • feat(lobby): change the session from inside it, and say what the menu knows by @DooDesch in #12

Full Changelog: v2.2.9...v2.3.0

v2.2.9

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@github-actions github-actions released this 07 Aug 10:43
b59ca72

Changes in 2.2.9

Fixed

  • The log stays readable. Opening the gamemode list wrote the same "hid 10 save-slot controls" line thirty times in a
    third of a second, and the lobby poll repeated "advertised lobbies: 0 found" every few seconds. Both now write one
    line when something actually changes.

What's Changed

Full Changelog: v2.2.8...v2.2.9

v2.2.8

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@github-actions github-actions released this 07 Aug 01:21
02443fb

Changes in 2.2.8

Fixed

  • Removing a mod from a profile now takes its libraries with it. Taking Hash out removed Sideload too, correctly, and
    then put Sideload's Jint, AngleSharp and Esprima back from your global UserLibs folder - the mod was gone and its
    libraries stayed. A library follows the package that brought it, and anything that came from outside a package is
    still left alone.

What's Changed

Full Changelog: v2.2.7...v2.2.8

v2.2.7

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@github-actions github-actions released this 06 Aug 23:59
172bda3

Changes in 2.2.7

Fixed

  • Joining after the mod-sync restart works even when your MelonPreferences.cfg has a broken line in it. One bad line
    anywhere in that file, from any mod, made the game forget which lobby it was going back to - so it restarted and
    left you in the menu. The lobby is now remembered next to the profile instead, and the log says when your config
    could not be read.

What's Changed

Full Changelog: v2.2.6...v2.2.7

v2.2.6

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@github-actions github-actions released this 06 Aug 23:31
3ef713d

Changes in 2.2.6

Changed

  • The preset picker in a host form says where its values come from. On your saved settings it reads "your last
    settings are loaded", on a named preset "fills in every setting below". It used to ask "new host? pick one, then
    Start", which explained neither the arrows next to it nor that moving off a preset rewrites every row underneath.

Fixed

  • A setting whose description runs past two lines shows its name again. In PropHunt's host form the
    play-area radius, the auto-start toggle and the sewer goblin toggle appeared as a description with no
    title, because the row was pinned to one height and the wrapped text pushed the name out of it.

v2.2.5

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@github-actions github-actions released this 06 Aug 17:30
8598ddb

Changes in 2.2.5

Added

  • The wait while mods download now shows what it is doing: every mod the host runs is listed, and the bar moves
    one step per mod that finished and passed its hash check.
  • A notice tells you the game is about to restart, on both routes - joining a gamemode you do not own, and
    matching a host's mods. The finished mod list stays readable behind it.
  • After the restart the screen says it is rejoining and shows how long it has been looking for the lobby,
    instead of an idle main menu while nothing appears to happen.
  • A mod that could not be fetched is named on screen with the reason, so you can tell whether to try again or
    install it by hand.

Fixed

  • The bar no longer sits at zero when every mod is already in the cache, and the game no longer closes itself
    with nothing on screen.
  • Matching a host's mods restarted with no message at all. Only the gamemode route ever showed one, which is
    why the notice looked like it appeared at random.

What's Changed

Full Changelog: v2.2.4...v2.2.5