Releases: zolantris/ValheimMods
Releases · zolantris/ValheimMods
ValheimRAFT-v2.4.0-beta
What's Changed
- Feat/dynamic locations by @zolantris in #140
- Update README.md by @zolantris in #145
- Feat/watermesh masking by @zolantris in #143
- Feat/ladder and minor tweaks by @zolantris in #146
Full Changelog: ValheimRAFT-v2.3.0-beta.4...ValheimRAFT-v2.4.0-beta.1
Features:
- See underwater above when looking underwater. It flips the mesh like Vikings do swim, but I think a bit more accurately. Can't be perfect with this as best it could be is a mirror I think.
- build underwater. The boat will still use float colliders, so beware of being underwater when near land. Will launch you on spawn.
- Underwater zones can be applied without needing a raft. You can build underwater now...fully with this mod. Using a RuneMagic water mesh bending approach is an alternative, but this mod feature lets the player walk directly through water in areas considered "water free". More performant in the end I think.
Prefabs
New prefabs.
- Water Tool: You have a water tool that lets you edit the excluded zones with vehicle colliderEditMode if not in edit mode, you will not be able to hit these boxes when building. Meaning the box does not interfere with building. Edit mode will also create collider debuggers lines around each box.
- The box requires 8 placed pieces. To create a volume. The cube is then created from the volume. If you place 3 points and then spam place in one spot it should be enough.
- Experimental: Boxes can be swapped to other primitives. IE Sphere, cyclinder, Quad. Default is a cube.
Other features:
- Re-write and protection of activate pending pieces.
- Document DynamicLocations API and features
- Document hidden unity flags: thanks chat-GPT...especially for hidden unity flags)
- Rewrite of Onboard logic. There is full api for onboard players and this pattern applies to Underwater zones
- Improve Activation of pieces
- Freezes vehicle until activation
- Adds state during activation
- new VehicleCommands
vehicle report-info
outputs relevant information for submitting a report about the problem for raft. This report can be added to logs and will be required to do validations. Should help mitigate time needed to find people's ships and worlds when Testing issues.
ValheimRAFT-v2.2.5
What's Changed
- Improvements for contributors by @lijspoop in #132
- Chore/project fixes by @zolantris in #137
New Contributors
Full Changelog: ValheimRAFT-v2.2.4...ValheimRAFT-v2.2.5
ValheimRAFT-v2.3.0-beta.4
ValheimRAFT-V2.3.0 And DynamicLocation 1.2.0
Full Changelog: ValheimRAFT-2.3.0-beta.3...ValheimRAFT-v2.3.0-beta.4
ValheimRAFT-2.3.0-beta.3
Dynamic locations beta.
Full Changelog: ValheimRAFT-v2.3.0-beta.1...ValheimRAFT-2.3.0-beta.3
ValheimRAFT-v2.3.0-beta.1
Beta release related to dynamic locations.
- Only works for beds that are interacted with.
- After the bed is interacted with it will be considered a dynamic spawn even if the bed is not on a moving vehicle. Wont matter, just a small performance hit.
- Death will then respawn the player on the last interacted bed. If the bed is destroyed it will not work and it will not teleport the player to the boat, instead it will fallback to the original spawn point.
YggdrasilTerrain-v1.0.0
What's Changed
- Improvements for contributors by @lijspoop in #132
- Chore/project fixes by @zolantris in #137
- Feat/yggdrasil terrain by @zolantris in #139
New Contributors
Full Changelog: ValheimRAFT-v2.2.4...YggdrasilTerrain-v1.0.0
ValheimRAFT v2.2.4
What's Changed
- Feat/stability patches 2.2.x by @zolantris in #128
Full Changelog: ValheimRAFT-v2.2.3...ValheimRAFT-v2.2.4
ValheimRAFT-v2.2.3
What's Changed
- Feat/sail asset and ladders tweaks by @zolantris in #120
- fix custom sail creator issue that hide the item from the build table
- make ladders have a run and auto climb option
- add semantic modifiers when running/auto climbing to show the player that they have those values enabled.
- Add a hint (set to "on") for players to see the hotkeys.
- exclude ladder collisions from all layers except player/character scoped layers
- Add guards for rotation panel for sail, so the NullReferenceError does not appear for rotation, hide the panel if it cannot be used.
- fix ship lurch for flying ships on spawn, ships will always be 0 rotation for x and z on spawn in air
Full Changelog: ValheimRAFT-v2.2.2...ValheimRAFT-v2.2.3
ValheimRAFT-v2.2.2
What's Changed
- [2.2.2] ship floatation logic updates and flying fixes by @zolantris in #116
- add some custom colliders for convex meshes that need concave collisions (all of the curved hulls get this, mesh colliders do not work well without this)
- swap to CustomFixedUpdate and patch valheim's custom updater, should
- make client updates more stable. Applies to VehicleMovementController and VehiclePiecesController update, fixedupdate, lateupdate
- Add custom height support for vehicle floatation, vehicles can be changed for height between -20 and 20
- Add flight mechanics so vehicles can now fly and ascend descend much
- faster. This requires convex meshes for hulls though.
- Experimentally fix player jitter for floating boats (but may not work as well in some cases).
- Jitter fix is enabled for all clients when flying. This fixes a ton of issues for flight stuttering.
Full Changelog: ValheimRAFT-v2.2.1...ValheimRAFT-v2.2.2
ValheimRAFT-v2.2.1
What's Changed
- Feat/chore patch sizing for vehicle hull pieces by @zolantris in #111
- Makes the ship hulls 2 times larger which is a better fit for ship hulls.
- FYI: BREAKS 2.2.0 new ship hull positioning due to size increase and some movement of the prefab. Hopefully only small number of people who have downloaded the mod will be affected.
Full Changelog: ValheimRAFT-v2.2.0...ValheimRAFT-v2.2.1