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Copy file name to clipboardExpand all lines: docs/changelog.txt
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- `exterminate`: don't kill friendly undead (unless ``--include-friendly`` is passed) when specifying ``undead`` as the target
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- `gui/settings-manager`: work details overlay no longer disappears when you click on a unit in the unit list
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- `buildingplan`: fixed processing errors when using quick material filter slot '0'
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- DFHack screens that allow keyboard cursor and camera movement while active now also allow diagonal and Z-change keyboard cursor keys
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- `strangemood`: manually-triggered Macabre moods will now correctly request up to 3 bones/remains for the primary component instead of only 1.
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- DFHack screens that allow keyboard cursor and camera movement while focused now also allow diagonal and Z-change keyboard cursor keys
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- `strangemood`: manually-triggered Macabre moods will now correctly request up to 3 bones/remains for the primary component instead of only 1
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- `regrass`: no longer add all compatible grass types when using ``--force`` without ``--new``
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- `regrass`: ``--mud`` now converts muddy slade to grass, consistent with normal DF behavior
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- `gui/pathable`: fix hang when showing trade depot wagon access and a trade depot is submerged under water
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- `gui/pathable`: fix incorrect calculation of wagon paths over stairs and through doors
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- Ensure DFHack state for the site is properly saved when retiring a fort
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- `gui/pathable`: fix representation of wagon paths over stairs and through doors
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- DFHack state for a site is now properly saved when retiring a fort
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## Misc Improvements
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- `sort`: can now search for stockpiles on the Places>Stockpile tab by name, number, or enabled item categories
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- `gui/family-affairs`: you can start this tool by the name ``gui/pregnancy`` to start directly on the "Pregnancies" tab
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- `buildingplan`: only consider building materials that can be accessed by citizens/residents
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- `buildingplan`: only consider building materials that can be accessed by at least one citizen/resident
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- Dreamfort: integrate with `preserve-rooms` to assign relevant rooms to nobles/adimistrators
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- Dreamfort: smooth tiles under statues and other large furniture that you can't easily smooth later
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## API
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- ``Units``: new ``isWildlife`` and ``isAgitated`` property checks
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- ``Items::createItem``: removed growth_print parameter; now determined automatically
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- ``DFHack::cuboid``: ``cuboid::clampMap`` now returns the cuboid itself (instead of boolean) to allow method chaining; call ``cuboid::isValid`` to determine success instead
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- ``Items::createItem``: removed ``growth_print`` parameter; now determined automatically
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- ``DFHack::cuboid``: ``cuboid::clampMap`` now returns the cuboid itself (instead of boolean) to allow method chaining; call ``cuboid::isValid`` to determine success
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## Lua
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- ``dfhack.units``: ``isWildlife`` and ``isAgitated`` property checks
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- ``dfhack.units.isDanger``: no longer unconditionally returns true for intelligent undead
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- Overlay widgets can now assume their ``active`` and ``visible`` functions will only execute in a context that matches their ``viewscreens`` associations
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- ``gui.simulateInput``: do not generate spurious keycode from ``_STRING`` key inputs
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- ``dfhack.items.createItem``: removed growth_print parameter to match C++ API
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- ``dfhack.items.createItem``: removed ``growth_print`` parameter to match C++ API
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## Removed
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- ``quickfortress.csv``: remove old sample blueprints for "The Quick Fortress", which were unmaintained and non-functional in DF v50+. Online blueprints are available at https://docs.google.com/spreadsheets/d/1WuLYZBM6S2nt-XsPS30kpDnngpOQCuIdlw4zjrcITdY if anyone is interested in giving these blueprints some love
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