Releases: mouse0270/module-credits
Releases · mouse0270/module-credits
Version 2.1.1 - Totalement localisable
- Went through all of the code and made sure to localize the entire project
Please note, I just regoranized and made sure every string was localizable, I did not create any other localizations other than english, cause I only know english
- Fixed Context Menu (un)lock logic thanks to Mana
- By assigning your modules id as the id for a conflict, it will now only create one instance of this text. Good for displaying known issues.
- Added filter option to view Locked Modules
Version 2.1.0 - Roads? Where we're going, we don't need roads.
- Added the ability to go to a previous Module Load Order
- Added setting to store X number of Previous Module Load Orders from 0 to 10 where 0 is infinite
- Added the ability to lock a module so it wont get deactivated when Deactivating All Modules
- Changed text on
Deactivate All ModulestoDeactivate All Unlocked Modules - Added functionality to
Deactivate All Modulesthat when holding downctrlall Modules, locked or unlocked, will be deactivated - Added a Setting to Disable Locked Modules checkbox. This setting is disabled by default, and is an opt-in feature
# Version 2.0.5 - Hey Are you Still there?!?!?
- Added Check to make sure migration can get
namespaceandkey.
# Version 2.0.4 - Chains and Padlocks ;)
- Fixed issue with Locked Setting locking all Settings
- Added Option to Hide Locked Settings from Client
- Added Migration Control
- Locked Setting Should now update Live for Players as GM changes them
- Sync button is hidden on a locked setting as a locked setting has its setting automatically synced to all users
- Fixed type in
Smart Prefixhint text to properly readword - Known Issue: Because of the way I hide settings, there is a small flash for players when opening the settings window
- Known Issue: The setting counter does not update when settings are hidden from player.
# Version 2.0.3 - Wait required Modules can be missing?!?!?
- Added Check to verify that when trying to prefix modules, that the required module exists.
Version 2.0.2 - I adore the things you do.
- Fixed
querySelectorfor triggering changelogs - Added the ability to rename modules text to allow you to better organize your modules.
- Added settings for auto prefix and smart prefix module titles
- remove
lib -when using smart prefix since smart prefix addsLibrary -which is just the longer version of that. - Remove marked.js and use showdown which is built into Foundry
Version 2.0.1 - The Things I forget About You.
- Fixed missing Localization for Settings
- Actually disabled
Global Conflictsoption for the time being - Sync setting no longer by default prompts users. There is a setting to enable prompt
Version 2.0.0 - Manifest and You
One of the major changes I've made in this update is that I've stopped trying to parse out the manifest module manually and instead use the data provided to me via the game.modules class. This does mean if your manifest is improperly formatted your module may not work with Module Management+ anymore. Take for example authors where we used to check for things like twitter, patreon, github, reddit, and ko-fi by placing those fields under the authors tag, now they will have to be under authors.flags.
- Added Settings Tag to Module Management to Open the settings for that specific Module
- Added Attributions for Modules
- Added Attributions, Readme, Changelog for Systems
- Added Scope Icon to settings to inform user if setting is a World/Client Setting
- Added Sync Setting button to push a setting to a specific player (right click) or all players (left click).
- Added the Ability to Lock Settings from Being Changed by Players.
- Updated Changelog/Readme Preview Dialog to use Foundry v10+ Journal Theme and look
- Disabled Global Conflicts (Some people were complaining about hangups, will look into re-enabling if requested, but I suspect many didn't use this feature.)
- Dropped Support for Using both Tidy UI - Game Settings and Module Management+ at the same time. You are still able to import Tidy UI Module Lists using MM+
Version 1.1.11 - Forgot to disable code
- Fixed "This is not a registered game setting" error
Version 1.1.10 - DAS but I've Never Heard of Her
- Fixed an issue with DAS 5th Edition, where the system disabled the default scrolling behavior on the Client Settings windows. simply Restored the default behavior when using MM+...
Literally, this patch note is longer then the fix. lol