Divinity: Original Sin 2

Divinity: Original Sin 2

UI Components Library
Mostrando 1-10 de 10 aportaciones
Actualización: 15 MAY 2021 a las 11:17

NEW
  • Created InputEvent.lua to track InputEvents.
  • Added InputEvents as a resolver argument to Context-Menu entries.
  • Created UIIDEHelpers.
  • Added TypeIDs.lua for reference.
  • Created CONTROLLER_MODE global.
  • Added Controller support for ContextMenu.
FIXED
  • Fixed Pinpoint() infinite loop bug. Hung up the game if two mods wanted to update the same activator.

Actualización: 24 MAR 2021 a las 12:59

Bug-Fixes
  • Improper cleanup of context-menu properties prevented the mod from adding options if you had just moused over a game-world entity. Thanks to Focus for finding and helping me debug this issue.
  • Context-menu option duplication bug was just playing dead and snuck into the previous release. It should be dead for real now (probably).

Actualización: 23 MAR 2021 a las 12:44

NEW
  • Added support for game-world context-menus! (with a lot of duct-tape).
  • Created enemyHealthBar.lua component.
  • Created tooltip.lua component.
  • Context-Menu entries now accept Resolver Functions that return dynamically generated values for context-menus during run-time.
  • Created ContextMenu:Add() to handle table insertion properly. Can handle multiple entries at once.
  • Added TargetType and restrictUI options.
  • Created Any::[Type] activators for Item and Characters.
  • Added isUnavailable attribute for context-entry.
  • Added range attribute to context-entry. Option is only available within range.
CHANGED
  • Refactored net-channels as global variables.
  • Extracted ContextMenuResponders into a separate file.
  • Renamed ContextMenu.Item to ContextMenu.Target as both Items and Characters are now possible.
FIXED
  • Fixed Context-Entry duplication on inheritance bug #31[github.com]

Actualización: 19 MAR 2021 a las 9:15

Created an ugly, opinionated and unscalable solution to the activator conflict resolution problem. If two activators are set for a given item, the RootTemplate activator will apply (as it is more specific) but only after it inherits ContextMenu entries from the StatsId activator. Not an ideal solution, especially if I ever add more activator types, but it'll do the job for now.

Added a developer console command to print the current state of ContextMenu object for inspection.

ContextMenu code cleanup and refactor.

Removed actions table field from ContextMenu. Was redundant and unneeded. Responding with net-listeners offers more flexibility.

Actualización: 16 MAR 2021 a las 0:43

Fixed bug where ContextMenus wouldn't close properly.
Added Context-Menu support for CharacterSheet equipment UI, Crafting Panel and Container-Inventories.
Added a developer console-command to track UI stuff.

Actualización: 14 MAR 2021 a las 22:11

Add ItemNetID to ContextMenu payloads.

Actualización: 20 FEB 2021 a las 23:49

Refactored Auxiliary Functions

Actualización: 9 ENE 2021 a las 8:10

Added ContextMenu support.
Improved GMJournal.
Added Markdown support for JournalData.

Actualización: 31 DIC 2020 a las 10:03

Journal captions are now editable.
Files reorganized.
Improved Auxiliary functions.

Actualización: 27 DIC 2020 a las 3:38

Initial Release.