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Releases: ceejbot/soulsy

SoulsyHUD v0.6.0

25 Jul 04:49
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Fade, PhotoMode, no panic on failure to log.

Full Changelog: v0.5.1...v0.6.0

SoulsyHUD v0.5.0

23 Jul 04:05
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  • The left hand cycle is no longer blocked when you have a two-hander equipped. Now when you advance the cycle, the left hand swaps to what you pick and the right hand goes back to what it had in it before the two-hander was equipped.
  • Ammo can now go into the utility slot! Also, the counter now updates properly when you shoot.
  • fixed #8 : changing from two-hander to dual-casting a spell behaves badly
  • fixed #7 : one of something put into both queues behaves surprisingly
  • New feature: you can optionally set a modifier key to require when triggering the activate-utility short cut. This lets you bind both activate and cycle-utility to the same key.

Full Changelog: v0.4.2...v0.5.0

SoulsyHUD v0.4.2

21 Jul 21:21
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This version includes fixes for two crashers and a behavioral improvement when cycling through hand-to-hand entries.

The crashers: an unmitigated, unwarranted .unwrap() in production code on my part, and the older MCM Helper not tolerating json "$schema" entries when parsing config json files. This is deeply hilarious to me.

Full Changelog: v0.4.1...v0.4.2

SoulsyHUD v0.4.1

21 Jul 04:00
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Fixed two problems with unequipping shouts: First, that I wasn't always queuing it despite an earlier sweep to make sure I was queing everything. Second, that you had to unequip twice because the equip-changed function for it wasn't bailing out on the unequip flag like it was supposed to.

Unequipping utilities doesn't make sense, so you can't do it.

Full Changelog: v0.4.0...v0.4.1

SoulsyHUD v0.4.0

21 Jul 04:02
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Two new features: optionally unequip when you hold down a modifier, and optionally require a different modifier for unequipping.

Full Changelog: v0.3.0...v0.4.0

SoulsyHUD v0.3.0

20 Jul 23:03
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Bugfixes and a new feature!

  • Feature: Unarmed support! There's a new toggle in the MCM for adding "unarmed" as an entry in cycles for both left and right hands. This is the simplest way I have thought of for supporting it. If the toggle is off, there are no hand-to-hand items in your cycles. Toggling it on adds them. While I was there, cleaned up the unequipping code to always use queues, so it's more stable than it was.
  • You can no longer add items to cycles from the loot menu.
  • Max cycle length is now 20 to match the docs.
  • The default layout TOML file now has comments to help with editing.
  • Fix bug #2 : funky behavior with fade-out. HUD visibility should now behave far more predictably than it did. The toggle key should work. The HUD should now remember whether it was visible or not last time you were in-game.

Full Changelog: v0.2.0...v0.3.0

SoulsyHUD v0.2.0

20 Jul 09:09
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Three bugfixes and a small new feature.

  • Fixed lockups when equipping shouts. We now qqueue equipping shouts instead of doing it immediately. Also, we now handle spells/lesser powers better.

  • Fixed the weirdness with equipping magic. I failed to pass the equip slot to the equip-magic call, which meant it defaulted to the left hand. Surprising, tbh.

  • Added safeguards for layouts by pinning them to screen edges if they're positioned in places not within the current screen size.

  • Added a global scale feature for HUD layouts. This is a new top-level field on the HudLayout struct. To make this change non-breaking, it's marked as default for serde. If the renderer sees a zero value here, it substitutes 1.0. All element sizes, font sizes, and offsets get multiplied by this scaling factor. This allows you to make a layout at a high resolution then shrink it down casually, as with a shrink-ray.

Full Changelog: v0.1.1...v0.2.0

SoulsyHUD v0.1.1

20 Jul 08:42
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Fixed a bug with equipping greatswords: they weren't tagged as weapons, so they couldn't be added to cycles.
Fixed failing to remove 0-count items from cycles.

SoulsyHUD v0.1.0

20 Jul 01:34
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First release! Unzip and drop the contents into the data directory of your Skyrim installation. Or better yet, install with a mod manager. Requires MCM Helper and Address Library.