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CHANGELOG.md

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Changelog

1.7.0

Released May 18th, 2024.

Added

  • There are now settings for enabling / disabling shaders.
  • Custom weather types have more control over music with their new SoftMusicOverrides property.
  • Shader layers now have an optional Color that can be passed to the underlying shader for drawing.
  • Console command for resetting locations if you happen to make a mistake when messing with the new Stardew 1.6 weather type.
  • New trigger action for converting fruit trees from one type to another.
  • New built-in Blur shader.

Fixed

  • Effects and layers not being properly disposed of when entering a location without an active custom weather type.
  • The shader layer now understands how to send an array of float values to a shader.

Translation

  • Added Japanese translation courtesy of mitekano23 on NexusMods. Thank you!
  • Updated French translation courtesy of Caranud on NexusMods. Thank you!

1.6.0

Released May 17th, 2024.

Added

  • Shader layers have arrived! Do fancier rendering for weather, if you dare.
  • All effects and layers now have a TargetMapType for letting you specify if they should be active on indoor maps, outdoor maps, or both. Outdoor by default, of course.
  • Custom art for Ginger Isle based on the original game assets to make it fit in a bit more when you're on the region selection menu.
  • Support for the Ultimate Fertilizer mod with our trigger actions.
  • Added a new trigger action for spawning custom artifact spots.

Fixed

  • The TV weather channel rendering on top of the world.
  • Equality checks not working correctly for some layer/effect types.
  • Do not render the timing overlay when taking a screenshot.
  • The SpawnForage command not properly accepting more than one spawnable.

Translation

  • Added a localization entry for Calico Desert.
  • Added Chinese translation courtesy of EtaMyosotis on NexusMods. Thank you!
  • Added French translation courtesy of Caranud on NexusMods. Thank you!

1.5.0

Released May 10th, 2024.

Added

  • System for tracking the previous week's weather in all locations, which can be queried using game state queries.
  • New trigger actions for: converting trees to other tree types, fertilizing dirt, growing crops, growing giant crops, growing fruit trees, growing trees, killing crops, spawning forage, un-fertilizing dirt, un-growing trees, un-watering dirt, un-watering pet bowls, watering dirt, and watering pet bowls.
  • New game state query for checking the current weather type that supports matching multiple types, as well as matching the weather up to one week in the past.
  • Whether or not a given water condition performs the standard logic to water crops and pet bowls is now a separate flag in weather data.
  • Added a new cs_history command for viewing the stored historical weather data, which will have at most 8 entries.

Changed

  • The various game state queries for checking weather flags now have an optional argument for checking the weather up to one week in the past.
  • Deprecated the action to water crops. Use the new, better action please.
  • Reduce the severity of some debugging message from Debug to Trace.

Fixed

  • If the TV patches can't apply cleanly, then don't replace the TV with our custom menu. (Assuming we un-patch cleanly.)

1.4.0

Released May 4th, 2024.

Added

  • Added a new trigger action for watering crops / pet bowls that could come in handy for doing interesting weather stuff.

Fixed

  • Ambient outdoor opacity not being calculated correctly when it is time for it to get dark out in-game.
  • The in-game TV not displaying its screen in the correct position when combined with our Weather channel replacement and using a zoom other than 100%.

API

  • The API now supports letting other C# mods add custom layer and effect types.

1.3.0

Released April 29th, 2024.

Added

  • We now replace the TV Menu! Get weather for more locations. This requires the locations to opt into the new system.
  • There is now a more flexible system for applying screen tints, letting you use game state queries and have multiple data points across time that are smoothly blended between.

Changed

  • Deprecated the old screen tints system.
  • Internal changes to prepare for letting C# mods add custom effect and layer types.

API

  • The API now supports modifying data assets from C# mods using the AssetRequested event.

1.2.0

Released April 26th, 2024.

Changed

  • The Buff effect now has CustomFields, though they haven't been hooked up to anything yet. (SpaceCore Skill support coming soon.)
  • Merge Snow and TextureScroll into a single layer type.

Fixed

  • Layers did not have the correct sprite sorting applied.
  • Typo in the Content Patcher token. Lighting instead of Lightning.
  • Some Harmony patches not working on 1.6.6. They have been updated to hopefully be more robust against game changes.
  • When invalidating the icon for a Buff texture, the buff's texture was not being updated correctly.
  • The equality comparisons for some layer types were not working as expected, causing layers to be recreated unnecessarily.

API

  • We have a proper author's guide now!

1.1.0

Released April 25th, 2024.

Added

  • Custom weather totems are now possible!
  • Weather effects!
  • There are now Game State Queries and a Content Patcher token for reading the weather state. This is useful for, as an example, determining if it's rainy without checking for the "Rain" weather explicitly.

Changes

  • The cs_list command now displays all weather conditions, not just those provided by Cloudy Skies, as well as what the current and future weather are for all location contexts.
  • The cs_tomorrow command now simulates using a custom weather totem.

Fixed

  • Mistake in GetMorningSong() transpiler that could cause an argument null exception.

API Changes

  • You can now make an item behave as a custom weather totem by setting per-instance modData or an object-wide custom field with the key leclair.cloudyskies/WeatherTotem and a value that is the id of the desired weather.
  • Added fields to the weather data model for controlling the behavior of custom totems.
  • By default, whether or not a weather totem works in a given location context is controlled by the AllowRainTotem field of that location context. You can add a custom field with the key leclair.cloudyskies/AllowTotem:ID where ID is the weather Id and the value is true or false to allow or disallow changing that context with any given totem.
  • Added the following game state queries for checking the state of the weather in a location: CS_LOCATION_IGNORE_DEBRIS_WEATHER, CS_WEATHER_IS_RAINING, CS_WEATHER_IS_SNOWING, CS_WEATHER_IS_LIGHTNING, CS_WEATHER_IS_DEBRIS, and CS_WEATHER_IS_GREEN_RAIN.
  • Added the leclair.cloudyskies/Weather Content Patcher token for determining the state of the location's weather. Possible values: Raining, Snowing, Lightning, Debris, GreenRain, Sunny, Music, and NightTiles.
  • Custom weather types can now have effects. These are things that happen to the player when they are in a location where the weather is applied. Currently there are effects to modify the player's health, modify the player's stamina, apply a buff to the player, or to run trigger actions.

1.0.0

This is the initial release of Cloudy Skies. Please look forward to it, everyone! I look forward to seeing what the community comes up with, and what we can create together.

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