Releases: MSUTeam/nested-tooltips
Releases · MSUTeam/nested-tooltips
0.5.3
0.5.2
0.5.1
0.5.0
CHANGES
- feat: don't apply color change to hyperlinks in event screen (71190c1)
- feat: allow custom css for nested images and don't downsize by default (f35eda8)
- feat: handle replacing icons with nested images in event screen lists (33b0dcf)
- feat: add support for world entity nested tooltips (a25f21a)
- feat: add new icons for timeout and locked (380ccfc)
FIXES
- fix: adapt vanilla getArticle functions for nested tooltip strings (2b939c2)
- fix: remove leading path for nested image icons when placeholding (4f062ea)
VANILLA FIXES
- fix(vanilla): event screen title not passing through XBBCODE (e456d6f)
0.4.0
0.3.0
NEW FEATURES
- feat: add ability to have entity nested tooltips (d95d4fa)
- feat: add ability to have custom linked tooltip for icon in tooltips (967d8d1)
- feat: add contentType to tooltips for skill, item, entity and perk (d36d507)
- This ensures that the tooltip style shown for nested skills, items, entities and perks follows the appropriate tooltip style for that content type.
FIXES
- fix: perk nested tooltips not appearing due to null entity (c6e945e)
Vanilla does not expect a null entity in the general_queryUIPerkTooltipData function. So, we pass the dummy player's ID but overwrite the dummy player's hasPerk function to return true so that the tooltip_events function does not add perk tier requirements to it.
0.2.4
- fix: allow dummy player creation from beginning of world_state init (70d27ad)
- This fixes the issue whereby this was not being allowed early enough for the first campaign start or load game directly after booting up the game. This is because the deserialization happens before FirstWorldInit bucket (which as of Modern Hooks 0.6.0 runs after world_state.onInit.
0.2.3
- feat: overwrite hasSprite of dummyplayer to return false for all sprites (3449d22)
- Overwrite the hasSprite function to always return false so that no sprite manipulation happens on the dummy player. It has been observed that equipping/unequipping items on the dummy player can cause crashes randomly sometimes in various actor functions which access/manipulate sprite brushes. No idea why.
- fix: not searching for item in stash during getItemByItemOwner (7fef121)