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v0.3.14
·
58 commits
to main
since this release
Immutable
release. Only release title and notes can be modified.
New
Develop
- A new Develop tab for making your own mods, with grid and list views and a filter
- New mod is a step by step wizard: pick the kind of mod, name it, say what it does, choose a license and its dependencies, and Mortar makes the project from the game's template and its own development profile
- New mod picks your GitHub account from the ones you are signed in to, checks the name is free, and warns when no installed .NET SDK fits the template
- Suit and sound mods need no SDK: their project adds your files instead of building
- New mod can start the development profile with the open profile's mods
- Add an existing project folder or clone one from GitHub; a project you did not make runs nothing until you trust it
- Each project card shows the mod's icon, version, build state, when it was last built, whether its files changed since, and its git branch and unpushed work
- Build, or Build on save to rebuild as you edit; build errors read plainly
- Test starts the game with your mod, one copy for client-only mods and two or more for multiplayer, laid out in a grid on screen, with the copies meeting in one game for Lethal Company
- Test copies keep their own saves, so a test never writes your real game's saves
- Start for debugging opens the game with its debugger listening
- Release drafts what changed since the last version, then tags and publishes it, through GitHub when the project has one
- Upload to Thunderstore packs and publishes a mod with your team's token, kept in the system keyring, and can upload the latest release again after an interrupted upload
- Pack warns while a mod still carries the template's icon
- Dependencies are required or optional, added from Browse or the wizard, and changed later in Edit details
- Game code searches the game's code, shows any type as C# or IL side by side, finds where a method is used, and copies a hook for it
- Open in editor opens a project in VS Code, VSCodium or Rider, whichever is installed
- A card shows your mod's start-up time and frame cost from its last measured run, and Show log opens its own log in the Console
- Remove from list can also move the project's folder to the trash, warning first about unpushed or uncommitted work
- Mods you develop group under In development in Mods, and updates are not offered for them
- The Updated column shows when a mod in development was last built
Mods
- Disable asks about the mods that need the one you switch off and the libraries only it needed; Undo switches them all back
- A switched off mod's config is set aside and comes back when you switch it on again; removing a mod deletes its config so a re-add starts fresh
- A mod's update badge opens Update review on that mod
- A mod's menu groups its version actions and its organising actions, with Update in all profiles beside Skip
- Update review and the patch-day sweep warn about mods on the game's known-broken list
- Extra mods folders install their mods into a profile you pick per folder, and again whenever the folder changes
Browse
- Mods known to be broken are marked in Browse and import previews, with the reason and a mod to use instead, and adding one asks first
- A known-broken mod's working replacement installs in its place and counts for mods that need the original
- Preferred source can turn a source off for a game, so Browse leaves it out
- Card stats are small icons, and a possible re-upload is a warning mark with its note in the tooltip
Play
- Play can start SteamVR or the ALVR dashboard before the game, per game or per profile
- The Sims 4's DirectX 9 build counts as the game running
Config
- The config editor marks settings the host enforces or recommends through ConfigSync, and shows the host's value while you are in a game
- Save host's values keeps the host's ConfigSync values as your own once the game closes
Console
- Right-click a line to copy it or hide messages like it, from one object or from every object
- Each game's known noisy messages are hidden by default, and you can show any of them again
- The levels a game's Console opens with are ticked one by one
- Copy takes the whole line with its method and object, and right-clicking a selection copies every selected message
- Hidden messages are listed by where they come from, in a section of their own
Settings
- A game's settings page switches between every profile's values and the open profile's own, showing each override beside the game's value
- A setting another one makes moot is disabled and says what to change first
Saves
- A save's missing mods line can be dismissed until the mods it wants change
- A backup's Keep forever is its own pin button
Tray
- Recent profiles sit under a Play submenu per game
Changed
- Built on Wails 3.0
- Edit profile has tabs; a profile's overrides, loader options and startup options are edited on the game's settings page instead
- Dialogs, menus and the sidebar are regrouped and tidied, and the sidebar fits a short window without scrolling
- The Play menu's copies section is gone: Develop's Test starts linked copies, and Instances in a game's Play settings still starts several
- Touch ripples are off unless you turn them on
- Removing or switching off a mod takes its files out of the game at once instead of at the next launch
- Many screens, menus and dialogs redraw far less, and History and notifications load older entries as you ask for them
- What is new for a Mortar update shows formatted text
- In-game performance measuring shows one clear state and live results
- Notifications show the latest changes with All changes for the rest, and History draws the newest entries first
- Config sits above Mods in the sidebar, every badge on the rail wears the accent colour, and a profile's notes render as Markdown
- Load order items read Load earlier and Load later
Fixed
- A catalog fetched after Mortar starts reaches saves, Problems, the tray and the game list
- Every Browse page shows each mod once and fills the screen
- A custom download folder is safe: Mortar clears only its own finished downloads there, never your other files
- Switching games or profiles quickly no longer shows the previous one's runs, reports, versions or profiles
- Moving a folder to the trash works across drives
- A failed catalog check never falls back to a cached catalog older than the one Mortar ships with
- Nested mods sit beneath the mod that needs them even when it is in another group
- Several copies of a game each keep their own log, so their errors count
- On Linux a Steam game started directly, for several copies or a debug start, runs through Proton in Steam's prefix
- Merging profiles carries Thunderstore packages, and a merge that fails takes back what it added
- Cleanup never offers to remove a mod you develop, built or published, and no longer counts toward the Problems badge
- Profiles added, renamed or deleted from the command line, a share or sync show in the window and the tray at once
- A missing Thunderstore requirement links to its page and can be added in one click
- Duplicates found after a run open the same chooser as Problems, and each copy names where it came from
- Moving the data folder keeps profiles you moved to another folder
- The backup before Play or an update holds the profile's own saves, never another profile's
- Removing a mod keeps its settings for Undo, and a mod named BepInEx never takes the loader's own settings with it
- A damaged Nexus cache file no longer stops Mortar from starting
- FOMOD installers packed in a subfolder or naming files in another letter case install
- Heroic's GOG games are found, and so are games and Steam libraries behind a symlink
- Find the cause no longer blames a framework when one of its content packs crashes the game
- All sources sorted by downloads or by updated no longer skips mods or shows empty pages
- Play from a Steam shortcut no longer waits forever when the graphics question is due
- Bug reports and diagnostics files write your home folder as ~
- Command palette actions work from Settings and the other full pages
- The Flatpak finds r2modman and Gale profiles in their usual folders
- Find the cause asks before it starts relaunching a crashed game
- Removing a custom game, unpairing a computer and restoring over saves ask first
- A retried LAN transfer updates the profile you chose, and a sender that goes silent is retried
- Edit profile keeps what you typed when a save is refused
- Config cleanup spares a config an enabled mod still uses
- Backups reuse the newest one while your saves have not changed
- A SMAPI installer runs only when it matches the hash GitHub publishes
- Imported settings, packs and shared profiles can no longer set programs, folders, launch prefixes or turn protection off, and shared changes carry text and data files only
- Signed catalogs and lists cannot be rolled back to older ones, even after clearing the cache
- Nearby sharing checks and limits what other computers send, and your Nexus key stays out of logs
The Linux AppImage and portable program need glibc 2.35 or newer (Ubuntu 22.04, Linux Mint 21, Debian 12, Fedora 36 or later); older systems use the Flatpak.