CHANGELOG | FANCYMENU v2.14.0
- Added: Ukrainian translation by BurrConnie (Thank you!)
- Added: Russian translation by dardRus (Thank you!)
- Added: Config option to reset specific variables on game launch (comma-separated list with variable names)
- Added: Multi-action support for custom buttons (it's now possible to let buttons execute multiple actions without using a button script)
- Reworked: Completely reworked Visibility Requirements
--> They are called "Loading Requirements" now, because the last months made them evolve into more than just visibility controllers (they handle tickers, audio elements, etc.)
--> You can now add multiple instances of the same requirement type to one element/layout
--> "Show If" and "Show If Not" requirement modes are now called "NORMAL" and "OPPOSITE"
--> Added Requirement Groups
----> Requirement groups can hold multiple requirements to basically make them one big requirement
----> Groups have two modes to control how they should handle their child requirements
------> In 'AND' mode, all of its requirements need to return TRUE for the group to return TRUE (which basically means "Yes, show this!")
------> In 'OR' mode, only one requirement needs to return TRUE for the group to return TRUE
--> New fancy GUIs to manage requirements!
- Reworked: Manage Actions GUI (when managing actions of buttons and tickers)
--> You can now re-order actions
--> You can now add new actions directly in the Manage Actions screen
- Improved: Most text inputs now open an in-game TEXT EDITOR to easily edit content
--> Especially useful when working with placeholders, since the text editor highlights them
- Fixed: Advanced sizing/positioning of custom buttons not correctly saving/loading in the layout editor
- Fixed: Text elements sometimes throwing errors due to getting updated asynchronously
- Fixed: Crash when pressing Done after rapidly clicking 'closegui' action in button action screen
- Fixed: Selected button action in Manage Actions screen can change when clicking on button in popup
- Fixed: Text Input Field element sometimes not correctly updating its content when its variable gets reset
- Fixed: Player element buttons to toggle crouching and nickname have the same tooltip
- Fixed: No warning in Save Layout screen when using bad/unsupported characters in layout name
- Fixed: Deleted/hidden vanilla elements get visible again if a layout with them not deleted is loaded after the layout that deleted them
- Fixed: Hover label shows when hovering over disabled vanilla buttons
- Fixed: Hover sound plays when hovering over disabled vanilla buttons
- Fixed: MC formatting codes (color, bold, etc.) sometimes not working in placeholders
CHANGELOG | FANCYMENU v2.13.3-3 for MC 1.19.4
- Improved handling of new 1.19.4 screen init behaviour
CHANGELOG | FANCYMENU for MC 1.19.4
- Added support for MC 1.19.4
CHANGELOG | FANCYMENU v2.13.3-2 for Forge 1.18+
- Fixed: Unable to launch game with ZeroCore installed, because FancyMenu always thinks the installed version is too old
- Changed: Lowered minimum required Forge versions of 1.18 and 1.19 (experimental; if possible, use the latest Forge build)
CHANGELOG | FANCYMENU v2.13.3-2 for Forge 1.18+
- Fixed: Unable to launch game with ZeroCore installed, because FancyMenu always thinks the installed version is too old
CHANGELOG | FANCYMENU v2.13.3-1
- Compiled mod with latest Forge to try if it fixes the "Bad Access to Protected Data in GetField" crash
--> It's worth noting that this crash seems to not come from FancyMenu, but other mods (probably core mods)
that were built using too old Forge builds. FancyMenu is just the mod that throws the error,
because it happens in parts of FancyMenu's code.