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bump to 50.11-r5
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myk002 committed Jan 25, 2024
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4 changes: 2 additions & 2 deletions CMakeLists.txt
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Expand Up @@ -8,8 +8,8 @@ project(dfhack)

# set up versioning.
set(DF_VERSION "50.11")
set(DFHACK_RELEASE "r5rc3")
set(DFHACK_PRERELEASE TRUE)
set(DFHACK_RELEASE "r5")
set(DFHACK_PRERELEASE FALSE)

set(DFHACK_VERSION "${DF_VERSION}-${DFHACK_RELEASE}")
set(DFHACK_ABI_VERSION 2)
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32 changes: 25 additions & 7 deletions docs/changelog.txt
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Expand Up @@ -51,6 +51,24 @@ Template for new versions:

# Future

## New Tools

## New Features

## Fixes

## Misc Improvements

## Documentation

## API

## Lua

## Removed

# 50.11-r5

## New Tools
- `gui/embark-anywhere`: new keybinding (active when choosing an embark site): Ctrl-A

Expand All @@ -67,30 +85,30 @@ Template for new versions:
- When passing map movement keys through to the map from DFHack tool windows, also pass fast z movements (shift-scroll by default)
- `getplants`: fix crash when processing mod-added plants with invalid materials
- Dreamfort: fix holes in the "Inside+" burrow on the farming level (burrow autoexpand is interrupted by the pre-dug miasma vents to the surface)
- ``Maps::getBiomeType``, ``Maps::getBiomeTypeWithRef``: fix logic (for tropical oceans, etc.)
- ``Maps::getBiomeType``, ``Maps::getBiomeTypeWithRef``: fix identification of tropical oceans
- DFHack tabs (e.g. in `gui/control-panel`) are now rendered correctly when there are certain vanilla screen elements behind them
- `buildingplan`: when you save a game and load it again, newly planned buildings are now correctly placed in line after existing planned buildings of the same type
- `buildingplan`: treat items in wheelbarrows as unavailable, just as vanilla DF does. Make sure the `fix/empty-wheelbarrows` fix is enabled so items aren't permanently unavailable!
- `buildingplan`: treat items in wheelbarrows as unavailable, just as vanilla DF does. Make sure the `fix/empty-wheelbarrows` fix is enabled so those items aren't permanently unavailable!
- `buildingplan`: show correct number of materials required when laying down areas of constructions and some of those constructions are on invalid tiles
- `stonesense`: fix crash in cleanup code after mega screenshot (Ctrl-F5) completes; however, the mega screenshot will still make stonesense unresponsive. close and open the stonesense window to continue using it.
- `gui/design`: fix incorrect highlight when box selecting area in ASCII mode
- `fastdwarf`: prevent units from teleporting to inaccessible areas when in teledwarf mode
- `fastdwarf`: allow units to meander and satisfy needs when they have no current job and teledwarf mode is enabled

## Misc Improvements
- `autochop`: better error output when target burrows are not specified on the commandline
- `autoclothing` : now does not consider worn (x) clothing as usable/available, should help with using with `tailor` at same time
- `buildingplan`: add option for preventing constructions from being planned on top of existing constructions
- `autoclothing` : now does not consider worn (x) clothing as usable/available; reduces overproduction when using `tailor` at same time
- `buildingplan`: add option for preventing constructions from being planned on top of existing constructions (e.g. don't build floors on top of floors)
- `burrow`: flood fill now requires an explicit toggle before it is enabled to help prevent accidental flood fills
- wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
- `work-now`: now saves its enabled status with the fort
- `fastdwarf`: now saves its state with the fort
- `fastdwarf`: prevent units from teleporting to inaccessible areas when in teledwarf mode
- `fastdwarf`: allow units to meander and satisfy needs when they have no current job and teledwarf mode is enabled
- `zone`: add include/only/exclude filter for juveniles to the pasture/pit/cage/restraint assignment screen
- The "PAUSE FORCED" badge will blink briefly to draw attention if the player attempts to unpause when a DFHack tool window requires the game to be paused
- `sort`: add "Toggle all filters" hotkey button to the squad assignment panel
- `sort`: rename "Weak mental fortitude" filter to "Dislikes combat", which should be more understandable
- Dreamfort: put more chairs adjacent to each other to make the tavern more "social"
- `zone`: show geld status and custom profession (2nd editable line in creature description) in pasture/pit/cage/restraint assignment screen
- `zone`: show geld status and custom profession (if set, it's the lower editable line in creature description) in pasture/pit/cage/restraint assignment screen
- `orders`: reduce prepared meal target and raise booze target in ``basic`` importable orders in the orders library

## Documentation
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2 changes: 1 addition & 1 deletion library/xml
Submodule xml updated 1 files
+4 −0 changelog.txt
2 changes: 1 addition & 1 deletion scripts
Submodule scripts updated 1 files
+17 −7 changelog.txt

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