Releases: BrotatoMods/Brotato-ContentLoader
Releases · BrotatoMods/Brotato-ContentLoader
v6.2.2 - Update for Brotato 1.1.x.x
What's Changed
- Docs - Update README + CHANGELOG to latest by @ithinkandicode in #3
- fix: 🐛 fix for game update 1.0.1.3 by @KANAjetzt in #4
New Contributors
- @KANAjetzt made their first contribution in #4
Full Changelog: v6.2.1...v6.2.2
6.2.1 - ModLoader v6
- Update all ModLoader methods for v6 (game version v1.0.0.3)
6.2.0 - New API Methods
- Adds 2 new API methods, for
load_data_by_*
- Delays adding content until the last autoload has initialised.
- See PR #1 for full details of this release:
- Git changelog: v6.1.0...v6.2.0
6.1.0 - Support for Difficulties
- Adds support for custom difficulties
- This could be used to create custom challenges
- I haven't tested unlockable difficulties, but in theory it could work
- You could also award actual challenges (ie. the ones shown in the Progress screen) upon completion of your custom difficulty
- The difficulties GUI wraps and scrolls just like the character GUI, so you have unlimited space for your own challenge mods.
- Example mod: Darkly77-CustomDifficultyModes
- Git Changelog: v6.0.1...v6.1.0
6.0.1 - Bugfix (ItemService)
- Main fix: fix: duped characters in ItemService.characters
- This should fix vanilla character's Danger progress being wiped when you restart the game
- Git Changelog: v6.0.0...v6.0.1
6.0.0 - Remove old challenge data
- Remove old custom challenge code (CLChallengeData) - 94a3e73
- Remove redundant .import dir - 4252668
- Git Changelog: v5.3.0...v6.0.0
This update has breaking changes, as it removes the custom challenge code, which has now been moved to ExpandedChallenges.
5.3.0 - Support for Upgrades/Consumables/Elites
Major Features
- Support for adding upgrades
- Upgrades have been tested and confirmed as working, consumables/elites have not.
- Support for adding consumables
- Support for adding elites
- Stores mod data, to retrieve the mod ID using content's
my_id
- Git Changelog: v5.2.0...v5.3.0
New Func Details
ContentLoader now stores the names of mods when they add content, and provides 2 new funcs to get this data:
lookup_modname_by_itemid(item_id:String, type:String)
Gets the ID of a mod from an item ID ("item" being any content added via ContentLoader).
item_id
is always my_id
.
type
is either: character
/ challenge
/ elite
/ item
/ set
/ upgrade
/ weapon
lookup_modname_by_itemdata(item_data)
item_data
is the resource object
5.2.0 - Remove GUI code
- Remove the code that makes the character select screen wider, it's been moved to a standalone mod instead (WiderCharacterSelect)
- Add an EXAMPLE.tres file that can be duplicated to create a new ContentData file (as Godot may not show it in the "new resource" list, which is a bug I've been unable to fix)
- Git changelog: v5.1.0...v5.2.0
5.1.0 - File Exists Check
- Check if a file exists before trying to load it with
load_data
(logs a fatal error if it doesn't) - Git Changelog: v5.0.2...v5.1.0
5.0.2 - Bugfix
- Fix
clean_up_room
args, since vanilla's 0.8.0.1 patch - Git Changelog: v5.0.1...v5.0.2