forked from DFHack/scripts
-
Notifications
You must be signed in to change notification settings - Fork 4
/
changelog.txt
62 lines (54 loc) · 2.96 KB
/
changelog.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
===[[[
This file contains changes specific to the scripts repo. See docs/changelog.txt
in the dfhack repo for a full description, or
https://docs.dfhack.org/en/latest/docs/Compile.html#build-changelog
NOTE: currently, gen_changelog.txt expects a "Future" section to exist at the
top of this file (even if no changes are listed under it), or you will get a
"Entry without section" error. Also, to maintain proper sorting in the generated
changelogs when making a new release, docs/changelog.txt in the dfhack repo must
have the new release listed in the right place, even if no changes were made in
that repo.
]]]
# Future
## Fixes
-@ `exportlegends`: fixed error when exporting maps
- `spawnunit`: fixed an error when forwarding some arguments but not a location to `modtools/create-unit`
## Misc Improvements
- `exportlegends`: made interaction export more robust and human-readable
# 0.47.04-beta1
## New scripts
- `color-schemes`: manages color schemes
- `devel/print-event`: prints the description of an event by ID or index
- `gui/color-schemes`: an in-game interface for `color-schemes`
- `light-aquifers-only`: changes heavy aquifers to light aquifers
- `on-new-fortress`: runs DFHack commands only in a new fortress
- `once-per-save`: runs DFHack commands unless already run in the current save
- `resurrect-adv`: brings your adventurer back to life
- `reveal-hidden-units`: exposes all sneaking units
- `workorder`: allows queuing manager jobs; smart about shear and milk creature jobs
## Fixes
- `devel/visualize-structure`: fixed padding detection for globals
- `exportlegends`:
- added UTF-8 encoding and XML escaping for more fields
- added checking for unhandled structures to avoid generating invalid XML
- fixed missing fields in ``history_event_assume_identityst`` export
- `full-heal`:
- when resurrected by specifying a corpse, units now appear at the location of the corpse rather than their location of death
- resurrected units now have their tile occupancy set (and are placed in the prone position to facilitate this)
## Misc Improvements
- `devel/export-dt-ini`: updated some field names for DT for 0.47
- `devel/visualize-structure`: added human-readable lengths to containers
- `exportlegends`:
- added evilness and force IDs to regions
- added profession and weapon info to relevant entities
- added support for many new history events in 0.47
- added historical event relationships and supplementary data
- `full-heal`:
- made resurrection produce a historical event viewable in Legends mode
- made error messages more explanatory
- `install-info`: added DFHack build ID to report
- `modtools/create-item`: added ``-matchingGloves`` and ``-matchingShoes`` arguments
- `modtools/create-unit`:
- added ``-duration`` argument to make the unit vanish after some time
- added ``-locationRange`` argument to allow spawning in a random position within a defined area
- added ``-locationType`` argument to specify the type of location to spawn in