Add quick interactions locally
This commit is contained in:
208
Quick Interactions/CSharp/Client/CrabUI/Changelog.md
Normal file
208
Quick Interactions/CSharp/Client/CrabUI/Changelog.md
Normal file
@@ -0,0 +1,208 @@
|
||||
## 0.2.5.1
|
||||
Experimenting with the way multiple CUIs resolve conflicts
|
||||
Renamed CUI.UpdateHookIdentifier => CUI.HookIdentifier
|
||||
now i'm using it in harmony patches to
|
||||
|
||||
added warning if it's not set
|
||||
|
||||
fixed crash in GUI_UpdateMouseOn_Postfix
|
||||
Added null checks in GUI_UpdateMouseOn_Postfix
|
||||
|
||||
## 0.2.5.0
|
||||
Added CUI.UpdateHookIdentifier it will be set as identifier to CUI think hook, it very important to set it or hooks from different CUIs will conflict
|
||||
|
||||
Added CUIAnimation
|
||||
Added IgnoreTransparent prop, if true mouse events will work only on not transparent sprites
|
||||
Added Transparency prop, it multiplies BackgroundColor.A and is propagated to Children
|
||||
|
||||
Made CUISpite an object... again
|
||||
Added Rotation, Origin and Offset to CUISprite
|
||||
Added option to load CUISprites with base folder, which allows deserialized components to load sprites from the same folder with relative paths
|
||||
|
||||
Added CUIMenu, check "Custom Menus" mod, CUIRadialMenu (the ugly brother of CUIMenu)
|
||||
|
||||
Added more docs
|
||||
|
||||
## 0.2.4.0
|
||||
|
||||
"Fixed" cursed bug that made MainComponents become in GameMain.Update patch after multiple lobbies in compiled version
|
||||
But this "fix" seems to decrease update smoothness, so i might rethink later
|
||||
Set CUI.UseCursedPatches to true if you're not affraid
|
||||
|
||||
Added more performance measurements, shortcutted dumb class scanning in CUILuaRegistrar that happened even if you didn't use lua
|
||||
|
||||
Buttons now update their color only on events and not in draw cycle, added AutoUpdateColor to prevent this color change in case you want to control it manually (why?)
|
||||
|
||||
Added confusing event InvokeOnMouseOff which is symmetrical to InvokeOnMouseOn but happens on previous MouseOn list, and it turned out to be essential to e.g. switch color when mouse leaves a button
|
||||
|
||||
You can now limit resize directions with CUIComponent.ResizeDirection
|
||||
|
||||
Fixed forsed size not reseting after removing a textblock
|
||||
|
||||
Added cuiprinttree command along with cuidraworder
|
||||
|
||||
|
||||
## 0.2.3.0
|
||||
|
||||
Made CUITextInput, CUITickBox and CUISlider use commands and consume data
|
||||
|
||||
Added Gap to CUIVerticalList
|
||||
|
||||
Made OnAnyCommand,OnAnyData,OnConsume events instead of delegates
|
||||
|
||||
added ReflectCommands and RetranslateCommands props, so you could define in xml that a wrapper should sync state between its children
|
||||
|
||||
Setting a Palette prop now won't automatically set palette for all children because it doesn't work as intended on deserialized components, use DeepPalette instead
|
||||
|
||||
CUISlider now have Range and Precision
|
||||
|
||||
CUI.OnPauseMenuToggled will now trigger even when resume button in pause menu is pressed
|
||||
|
||||
You can no just set CUIPalette.DefaultPalette before CUI.Initialize instead of manually loading it
|
||||
|
||||
Palettes now remember their BaseColor so you could replicate them
|
||||
|
||||
Added more useless CUIPrefabs, i think they are too specific and need some redesign, perhaps i need to create some builder
|
||||
|
||||
Added FloatRange alongside with IntRange
|
||||
|
||||
fixed crash in KeyboardDispatcher_set_Subscriber_Replace in compiled mods
|
||||
|
||||
## 0.2.2.1
|
||||
|
||||
Minor stuff: multibutton dispatches the command, CUIPages resizes page to [0,0,1,1], maincomponent flatten tree is a bit more thread safe
|
||||
|
||||
Added IRefreshable interface and CUIComponent.CascadeRefresh
|
||||
CascadeRefresh will recursivelly call Refresh on every child that implements IRefreshable
|
||||
|
||||
## 0.2.2.0
|
||||
|
||||
Added to CUI.cs
|
||||
```
|
||||
using System.Runtime.CompilerServices;
|
||||
[assembly: IgnoresAccessChecksTo("Barotrauma")]
|
||||
[assembly: IgnoresAccessChecksTo("DedicatedServer")]
|
||||
[assembly: IgnoresAccessChecksTo("BarotraumaCore")]
|
||||
```
|
||||
So it could be compiled
|
||||
|
||||
#### Temporary solution to pathing:
|
||||
|
||||
Now mod won't automatially find its folders
|
||||
|
||||
If you want to use lua you need to set CUI.ModDir to the mod folder path
|
||||
|
||||
Also you need to place Assets folder with CUI stuff somewhere in your mod and set CUI.AssetsPath to it
|
||||
You can rename it, just set the path
|
||||
|
||||
All this needs to be done before CUI.Initialize()
|
||||
|
||||
## 0.2.1.0
|
||||
|
||||
Dried tree building methods, added tests for them
|
||||
|
||||
Added insert method along with append and prepend, unlike List.Insert it won't throw on "index out of bounds"
|
||||
|
||||
## 0.2.0.1
|
||||
|
||||
.nojekyll moment
|
||||
|
||||
## 0.2.0.0
|
||||
|
||||
Reworked CUIPalette, and CUICommand, check docs
|
||||
|
||||
Reworked border, added separate borders for each side, border sprite, outline
|
||||
|
||||
Changed how zindex is calculated, now every next child will have higher zindex -> everything in one frame will be above or below everything in the other
|
||||
|
||||
optimized CUITextBlock measurements, added some validation to CUITextInput
|
||||
|
||||
Added CUIPresets with... presets. Which you can use to reduce boilerplate code
|
||||
|
||||
Made more stuff parsable and serializble
|
||||
|
||||
And tons of other things i'm too lazy to write down, compare commits if you're curious
|
||||
|
||||
|
||||
## 0.1.0.0
|
||||
|
||||
You can now use relative paths for sprite textures
|
||||
You can set CUI.PGNAssets to the folder with your assets, CUI will also search for textures there
|
||||
|
||||
Reworked MasterColorOpaque, it now just uses base color alpha
|
||||
|
||||
Synced vertical and horizontal lists, added ScrollSpeed
|
||||
|
||||
OnUpdate event now invoked before layout calcs, Also added OnLayoutUpdated event, it's invoked before recalc of children layouts
|
||||
|
||||
"Fixed" imprecise rects that e.g. caused sprite overlap and gaps
|
||||
|
||||
Added CrossRelative prop, it's like Relative but values are relative to the oposite value, e.g. CrossRelative.Width = Host.Real.Height, convinient for making square things
|
||||
|
||||
Reworked slider component
|
||||
|
||||
DragHandle can now DragRelative to the parent
|
||||
|
||||
#### Serialization
|
||||
|
||||
Added BreakSerialization prop, if true serrialization will stop on this component
|
||||
|
||||
Added LoadSelfFromFile, SaveToTheSamePath methods
|
||||
|
||||
Added Hydrate method, it will run right after deserizlization, allowing you to access children with Get<> and e.g. save them to local vars
|
||||
|
||||
Added SaveAfterLoad prop, it's mostly for serialization debugging
|
||||
|
||||
Added more Custom ToString and parsed methods to CUIExtensions, Added native enum serialization, Vector2 and Rectangle is now serialized into [ x, y ], be carefull
|
||||
|
||||
Sprite is now fully serializable
|
||||
|
||||
## 0.0.5.1
|
||||
|
||||
Added "[CUISerializable] public string Command { get; set; }"" to CUIButton so you could define command that is called on click in xml
|
||||
|
||||
Splitted MasterColor into MasterColor and MasterColorOpaque
|
||||
|
||||
CUITextBlock RealTextSize is now rounded because 2.199999 is prone to floating-point errors
|
||||
|
||||
Added MasterColor to CUIToggleButton
|
||||
|
||||
Buttons now will folow a pattern: if state is changed by user input then it'll invoke StateChanged event
|
||||
If state is changed from code then it won't invoke the event
|
||||
|
||||
When you change state from code you already know about that so you don't need an event
|
||||
And on the other side if event is always fired it will create un-untangleable loops when you try to sync state between two buttons
|
||||
|
||||
Fixed CUIComponent.Get< T > method, i forgot to add it to docs, it gives you memorized component by its name, so it's same as frame["header"], but it can also give you nested components like that `Header = Frame.Get<CUIHorizontalList>("layout.content.header");`
|
||||
|
||||
Exposed ResizeHandles, you can hide them separately
|
||||
|
||||
Fixed crash when serializing a Vector2, added more try-catches and warnings there
|
||||
|
||||
Fixed Sprites in CUI.png being 33x33, i just created a wrong first rectangle and then copy-pasted it, guh
|
||||
|
||||
Added sprites to resize handles, and gradient sprite that's not used yet
|
||||
|
||||
Added `public SpriteEffects Effects;` to CUISprite, it controls texture flipping
|
||||
|
||||
More params in CUITextureManager.GetSprite
|
||||
|
||||
## 0.0.5.0
|
||||
|
||||
Added Styles
|
||||
|
||||
Every component has a Style and every Type has a DefaultStyle
|
||||
|
||||
Styles are observable dicts with pairs { "prop name", "prop value" } and can be used to assign any parsable string to any prop or reference some value from CUIPalette
|
||||
|
||||
## 0.0.4.0
|
||||
Added CUICanvas.Render(Action< SpriteBatch > renderFunc) method that allows you to render anything you want onto the canvas texture
|
||||
|
||||
## 0.0.3.0
|
||||
Added Changelog.md :BaroDev:
|
||||
|
||||
Added CUI.TopMain, it's the second CUIMainComponent which exists above vanilla GUI
|
||||
|
||||
Added printsprites command, it prints styles from GUIStyle.ComponentStyles
|
||||
|
||||
More fabric methods for CUISprite
|
||||
Reference in New Issue
Block a user