LethalLib
Personal modding tools for Lethal Company
CHANGELOG
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
LethalLib [0.16.2]
Fixed
- The last return value of
spawnRateFunction
of MapObjects no longer overwrites a map object's spawn curve for each moon.
LethalLib [0.16.1]
Fixed
Levels.LevelTypes.Vanilla
now works for registering enemies and items on moons.
LethalLib [0.16.0]
Added
- Version 50 moons were finally added to the
LevelTypes
enum. - LethalLib weathers now also get added to LethalLevelLoader moons.
Changed
- Use
TryGotoNext
instead ofGotoNext
forStackFrame.AddFrames
ILHook so it doesn't throw if sequence was not found due to another mod patching the method first (#74) - Added a reference to a
ToString
weather enum Hook (#81)
Fixed
RemoveWeather
's first argument was named "levelName", now it is "weatherName".
LethalLib [0.15.1]
Fixed
- Custom DungeonFlow registration has been disabled to prevent issues when using mod in current v50 beta versions.
LethalLib [0.15.0]
Added
- LethalLib will now also register enemies and items for when LethalLevelLoader adds its moons.
Changed
- customLevelRarities will now accept the original level name or the level name modified by LethalLevelLoader, meaning enemies and items can target a custom moon using either name
Fixed
- Enemy and item spawn weights now get applied as one would expect
Levels.LevelTypes.All
no longer overrides all spawn weightsLevels.LevelTypes.Modded
now applies its spawn weights- this used to only apply its weight if customLevelRarities contained the level's name
- customLevelRarities now applies its weights
LethalLib [0.14.4]
Fixed
- Added various null checks to prevent crashes and to give better feedback to developers when using custom enemy API.
LethalLib [0.14.3]
Fixed
- API for enemy registration with rarity tables works now.
LethalLib [0.14.2]
Changed
- Added config option: Extended Logging.
- Reduced the amount of logging LethalLib does by default.
LethalLib [0.14.1]
Fixed
- Last update broke the network registry API 💀
LethalLib [0.14.0]
Added
- Added enemies to debug menu
- https://github.com/EvaisaDev/LethalLib/pull/53
LethalLib [0.13.2]
Fixed
- Disabled decor was still showing in the shop, added some horrific hax to prevent this.
LethalLib [0.13.1]
Fixed
- Map objects were being added every time a lobby was loaded, causing too many to spawn.
LethalLib [0.13.0]
Added
- Ability to pass rarity dictionaries for registering enemies.
- "Modded" LevelTypes flag
LethalLib [0.12.1]
Fixed
- Reverted function signature changes for backwards compatibility reasons.
- Readded some removed properties (These do not do anything now but they are there to prevent old mods from dying.)
LethalLib [0.12.0]
[!WARNING] Includes potentially breaking changes!
Added
- Ability to pass rarity dictionaries for registering scrap items.
Changed
- Cleaned up git repo slightly.
- Internal changes to the way scrap items are added to levels.
- When registering the same scrap item multiple times it will be merged with the previous ones.
LethalLib [0.11.2]
Fixed
- (to verify) Issue with Terminal, where when a mod was disabling a shop item, all the shop items after it would mess up their orders.
LethalLib [0.11.1]
Changed
- RegisterNetworkPrefab now checks prefabs to avoid registering duplicates
LethalLib [0.11.0]
Added
- Module: PrefabUtils
- Method: ClonePrefab()
- Method: CreatePrefab()
- Method: NetworkPrefabs.CreateNetworkPrefab()
- Creates a network prefab programmatically and registers it with the network manager.
- Method: NetworkPrefabs.CloneNetworkPrefab()
- Clones a network prefab programmatically and registers it with the network manager.
Changed
- Behaviour for Items module
- When a scrap item is registered as a shop item, the LethalLib will now automatically create a copy and switch the IsScrap value.
- When a shop item is registered as a scrap, the LethalLib will now automatically create a copy, assign sell values, set IsScrap to true, and add a scan node.
LethalLib [0.10.4]
Added
- Additional error logging and prevented an exception when a custom dungeon RandomMapObject had an invalid prefab assigned.
Removed
- LethalExpansion soft dependency as it caused more issues than it was worth.
LethalLib [0.10.3]
Added
- Soft dependency to LethalExpansion which might help compatibility(?)
Fixed
- Fixed custom dungeon generation breaking because of Lethal Company update.
LethalLib [0.10.1]
Fixed
- Fixed issue with Ragdolls system where ragdolls got registered multiple times.
LethalLib [0.10.0]
[!WARNING] Includes potentially breaking changes!
Added
- Save system patch which attempts to keep the items array in the same order,
so that items don't change when you load an old save after mods have updated.
- This will likely break all existing saves.
- Intellisense comments to all API functions.
- Method: Enemies.RemoveEnemyFromLevels()
- Method: Items.RemoveScrapFromLevels()
- Method: Items.RemoveShopItem()
- Method: Items.UpdateShopItemPrice()
- Method: Unlockables.DisableUnlockable()
- Method: Unlockables.UpdateUnlockablePrice()
- Method: Weathers.RemoveWeather()
- Method: MapObjects.RemoveMapObject()
- Method: MapObjects.RemoveOutsideObject()
- Added Module: ContentLoader
- This acts as an alternative way to register content, abstracting some extra stuff away such as network registry and asset loading.
- Added Module: Player
- Method: RegisterPlayerRagdoll()
- Method: GetRagdollIndex()
- Method: GetRagdoll()