Releases: tyoeer/Chaoshead
Releases · tyoeer/Chaoshead
Chaoshead v2.12.0
- Updated No Cache patch to latest LH version
- Improved patching system:
- Added modal with explanation
- Improved error messages
- Added region verification
- Added version verification
- Made it so file modified times are taken into account when figuring out the last opened level
- Only show last opened level if it still exists
- Don't give options to edit the selected level when it has been deleted (Resolves #75)
- Show a modal to reload a level when it has been changed instead of just reloading it (Resolves #72)
- Fixed versions numbers being parsed as single digits when they really shouldn't (Fixes #71)
Chaoshead v2.11.1
Chaoshead v2.11.0
UI
Added
- Added a button in the Misc. menu to patch the Levelhead executable to get rid of level caching.
- This is kind of experimental, please report any Levelhead bugs/crashes.
- I had to track down where the caching logic lives, and at exactly which instruction it decides whether to load it from disk or not. Then it turned out that Levelhead loads downloaded levels directly from memory before saving them to disk, causing a crash if you force it to read everything from disk. So I had to find some empty space in the executable to add in a subroutine written in assembly to determine whether the file to read was a Rumpus/downloaded one, and let it follow the original decision logic then. Pretty proud I managed to get this one working.
- Added a check for Chaoshead updates, which gets run daily at startup, and can be run manually in the Misc. tab.
- Added a button to show a level in the file explorer
Changes
- Added the arrow keys as default bindings to move the camera (if you want these too but already have default keybinds from a previous version: delete
settings/bindings.jsonfrom the Chaoshead data directory) - Made it so the workshop refreshes the list of levels whenever it regains focus or you open a level (closes #54 and fixes #12)
- Made it so path node connections are always drawn (there's a setting to turn this off) (fixes #14)
- Made it so properties in the selection details are sorted alphabetically
- Organised the Misc. tab (also got rid of campaign (un)packing since that falls under the campaign editor now)
- Fixed that snapping the camera to pixels was using an inverted zoom, causing the camera to move when zoomed in (fixes #61)
Misc
- Make text/font size a setting (fixes #36)
- Added @Adrthegamedev to the credits. Sorry it's this late, I completely forgot I kept track of direct contributors in there.
API
Chaoshead v2.10.2
Actually fix the game crashing on startup
Chaoshead v2.10.1
Misc
- Updated all the versions of Github Actions to fix broken release binary
- This fixed that crash on start
Chaoshead v2.10.0
UI
- Added WIP Campaign
editorviewer:- Allows (un)packing to/from a more human-friendly file structure
- Displays the map and properties of selected nodes
- Optimisations:
- Deselecting areas and layers
- Added LOD to object drawing
- Added an additional LOD to the selection drawing
- Fixed that filtering out paths caused a crash
- The tree list now remembers which folders you opened across restarts
- Renamed property "filtering" to "filtering to" to prevent possibly confusion with "filtering out"
- Improved script error message
Chaoshead v2.9.0
UI
- Added the ability the filter the selection based on properties
- Made it possible to use decimal numbers for operations on properties that only allow integer values
- Optimised a bunch of stuff related the resizing and size calculations
- Made delays when selecting for example a lot of Boomboxes almost unnoticeable again
- Same for opening a property editor for such a selection
- Made the cursor type/graphic not get stuck when you suddenly open/close a modal
Misc
- Fixed the built-in
clampPropertiesscript not working at all
Chaoshead v2.8.0
UI
- In an epic tale, involving undefined indeterministic behaviour, undocumented function variants, and a single character mistake: fixed that sometimes copy/paste, saving, & certain other hotkeys wouldn't work.
- Made it so you zoom in where your cursor is (which is the only little thing making this a minor update instead of a patch)
- Fixed modal dismiss hotkey not working
- Fixed save_data change beeper crashing
Misc
- Updated properties data:
- Fixed the max value for Rotation being 4 when it should be 3 (thanks @Adrthegamedev )
- Fixed Walk Direction being seen as a boolean when it really was from -1 to 1.
API
- Fixed
Allocator:getRiftIdMask()not working (thanks @aradarbel10 )
Chaoshead v2.7.0
UI
- Added fullscreen. Toggle with F11. Quickly exit fullscreen CH with Alt+F4.
- Fixed crash when reloading a level whose file no longer existed
- Fixed stack tracebacks not showing on script error
- Fixed properties mapped to numbers breaking the property editor
Misc
- Completed data for the campaign & cut/unfinished elements (thanks @Adrthegamedev)
- Fix a whole bunch of typos in the README and the docs.
- Other improvements the the README and the docs
- Fixed the lldebug integration messing up script errrors
- Added a design.md giving an overview of the code architecture
API
- Allocator improvements galore:
- Added rift id allocation (thanks @aradarbel10)
- Fixed Bitplane:rectContains() only checking the corner, which caused overlapping areas in the allocator
- Fixed the allocator allocating areas partially outside itself
- Added clear error when you try to allocate an area bigger than the allocator
- Fixed illegal objects being created when you supply an invalid id, which would lead to a crash and corrupted level
Chaoshead v2.6.0
UI
- Disabled editor limits by default (and made which limits to check a setting)
- Fixed crash placing stuff without a selection
- Fixed crash trying to run a script
Misc
- Updated README:
- Added part about what's allowed and not
- Fixed typos
- Added example launch configuration for the VSCode local lua debugger extension