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v2.1.1.0 — FarmTablet integration bridge + HUD persistence fix#6

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TheCodingDad-TisonK wants to merge 4 commits intomasterfrom
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v2.1.1.0 — FarmTablet integration bridge + HUD persistence fix#6
TheCodingDad-TisonK wants to merge 4 commits intomasterfrom
development

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Summary

  • Added cross-mod bridge (mission.randomWorldEvents) for FarmTablet integration
  • Fixed HUD layout now saved on game save, not only on session end
  • Fixed applyVehicleDamage spec_wearable fallback, removed dead code

Full Changelog since v2.0.0.6

  • feat v2.1.0.0 — custom HUD, grouped settings UX, effect delivery system
  • feat Add mission.randomWorldEvents cross-mod bridge for FarmTablet
  • fix Save HUD layout on game save, not only on session end
  • fix applyVehicleDamage — spec_wearable fallback, remove dead getDamageVisualization
  • art Apply FS25 textured icon background; compress to DXT1
  • chore Bump version to 2.1.1.0

Test plan

  • Random World Events app appears in FarmTablet sidebar when mod is loaded
  • Active event name displays correctly when an event fires
  • HUD position is retained after saving and reloading

…geVisualization

In FS25, addDamageAmount is registered on the Wearable specialization, not a
base Vehicle method. Guard now checks addDamageAmount first; if missing but
spec_wearable is present, writes directly to spec.damage / spec.damageByCurve
using the same formula as Wearable:setDamageAmount. Removed dead
getDamageVisualization call (this method does not exist in the FS25 API).
saveLayout() was only called in FSBaseMission.delete, so mid-session
saves (manual or autosave) never persisted HUD position. Added a
Mission00.saveToXMLFile hook so position is written on every save.
Set mission.randomWorldEvents on load and clear on unload so
FarmTablet (and any other mod) can detect the RWE manager via
g_currentMission without relying on per-mod-scoped getfenv(0).
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