You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/changelog.txt
+25-4Lines changed: 25 additions & 4 deletions
Original file line number
Diff line number
Diff line change
@@ -51,6 +51,24 @@ Template for new versions:
51
51
52
52
# Future
53
53
54
+
## New Tools
55
+
56
+
## New Features
57
+
58
+
## Fixes
59
+
60
+
## Misc Improvements
61
+
62
+
## Documentation
63
+
64
+
## API
65
+
66
+
## Lua
67
+
68
+
## Removed
69
+
70
+
# 50.14-r2
71
+
54
72
## New Tools
55
73
- `infinite-sky`: (reinstated, renamed from ``infiniteSky``) automatically create new z-levels of sky to build in
56
74
- `forceequip`: (reinstated) forcibly move items into a unit's inventory
@@ -59,7 +77,7 @@ Template for new versions:
59
77
- `tweak`: ``realistic-melting``: change melting return for inorganic armor parts, shields, weapons, trap components and tools to stop smelters from creating metal, bring melt return for adamantine in line with other metals to ~95% of forging cost. wear reduces melt return by 10% per level
60
78
61
79
## Fixes
62
-
- Fix mouse clicks bleeding through DFHack windows when clicking in the space between the frame and the window content in resizable windows
80
+
- Fix mouse clicks bleeding through resizable DFHack windows when clicking in the space between the frame and the window content
63
81
- `autobutcher`: don't run a scanning and marking cycle on the first tick of a fortress to allow for all custom configuration to be set first
64
82
- `nestboxes`: don't consider eggs to be infertile just because the mother has left the nest; eggs can still hatch in this situation
65
83
- `timestream`: adjust the incubation counter on fertile eggs so they hatch at the expected time
@@ -75,12 +93,14 @@ Template for new versions:
75
93
- Quickfort blueprint library: ``aquifer_tap`` blueprint now designated at priority 3 and marks the stairway tile below the tap in "blueprint" mode to prevent drips while the drainage pipe is being prepared
76
94
- `preserve-rooms`: automatically release room reservations for captured squad members. we were kidding ourselves with our optimistic kept reservations. they're unlikely to come back : ((
77
95
- `buildingplan`: add value info to item selection dialog (effectively ungrouping items with different values) and add sorting by value
78
-
- `timestream`: reduce CPU utilization
79
-
- `fix/occupancy`: additionally handle the case where tile occupancy doesn't reflect the actual existence of a building
96
+
- `timestream`: improve FPS by a further 10%
97
+
- `fix/occupancy`: additionally handle the case where tile building occupancy needs to be set instead of cleared
98
+
- `orders`: ``orders sort`` now moves orders that are tied to a specific workshop to the top of the list in the global manager orders screen
99
+
- `gui/pathable`: make wagon path to depot representation more robust
80
100
81
101
## Documentation
82
102
- Dreamfort: add link to Dreamfort tutorial youtube series: https://www.youtube.com/playlist?list=PLzXx9JcB9oXxmrtkO1y8ZXzBCFEZrKxve
83
-
- The error message that comes up if there is a version mismatch between DF and the installed DFHack now informs you which DF versions are supported by the installed version of DFHack
103
+
- The error message that comes up if there is a version mismatch between DF and DFHack now informs you which DF versions are supported by the installed version of DFHack
84
104
85
105
## API
86
106
- ``DFHack::Units``: new function ``setPathGoal``
@@ -92,6 +112,7 @@ Template for new versions:
92
112
93
113
## Removed
94
114
- UI focus strings for squad panel flows combined into a single tree: ``dwarfmode/SquadEquipment`` -> ``dwarfmode/Squads/Equipment``, ``dwarfmode/SquadSchedule`` -> ``dwarfmode/Squads/Schedule``
115
+
- `faststart`: removed since the vanilla startup sequence is now sufficiently fast
0 commit comments