v2.6.4 for pre-Advanced Edition
Fixes
- Potentially fixed the rare crash related to dismissing UI dialogs (#102)
- Fixed issues with handling of UI input, which caused the difficulty UI to behave oddly, among others (#100, #108)
- Fixed a crash when switching the mod loader to profile-specific configuration, when
modcontent.lua
is not present in the save game directory. - Fixed
GetCurrentMission()
sometimes returningnil
inMissionStart
hooks.
modApi
- Mods can now specify whether they should be enabled or disabled by default (they were always enabled by default). See Creating Mods for details.
- Significantly improved performance of
rect_contains
andrect_intersects
functions - Added
contains
andintersects
methods to SDL Rects- Example:
local rect = sdl.rect(0, 0, 2, 2) rect:contains(1,1)
- Example:
- Added
modApi:getCurrentMod()
- returns the mod that's currently being initialized or loaded. Only callable duringinit
orload
. - Added
modApi:getModOptions()
- returns mod options of the mod that's currently being initialized or loaded. Outside ofinit
orload
context, you need to pass your desired mod'sid
as argument to this function. - Added
screen:mask(sdl.rect)
- Added
screen:unmask(n)
- Added
screen:clearmask()
- Added
BoardPawn:GetEquippedWeapons()
- Added
BoardPawn:GetPoweredWeapons()
- Added
BoardPawn:IsWeaponEquipped()
- Added
BoardPawn:IsWeaponPowered()
- Added
BoardPawn:GetArmedWeapon()
- Added
BoardPawn:GetQueuedWeaponId()
- Added
BoardPawn:GetQueuedWeapon()