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Releases: FLSoz/terratech-steam-mod-loader

v1.7.9

02 May 07:48
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Release of version 1.7.9

v1.7.8

22 Sep 05:19
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Release of version 1.7.8

  • Added a warning confirmation modal before you can delete a collection
  • Added a new Steamworks initialization screen where you can continuously retry until it works
  • Recolored the copy to clipboard button
  • Added a "Refresh Steamworks" button that will take you back to the Steamworks initialization screen

v1.7.7

07 Sep 01:25
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Release of version 1.7.7

  • New loading animation
  • Allow filtering to work on short-form Corp ID
  • Enhance icons used for tag replacement
  • Add custom green code icon at the end of code mod names
  • Add copy to clipboard functionality
  • Update tooltips to answer some FAQs

v1.7.6

22 Aug 03:42
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  • Add UI to set log levels easily
  • Fix bug with local mod launch args
  • Allow manual overriding of IDs for unsubscribed mods
  • Add safety around mod manager editing
  • Add pure vanilla option

v1.6.0 - Fix app name

09 Jul 20:51
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Upgrade dependencies, use full app name

v1.5.6 - Fix active collection not persisting across sessions

06 Jun 03:57
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Fix bug with active collections not persisting across sessions

1.5.5 - Fix regex, strip out TTSMM warnings from mod names

05 Jun 01:11
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  • Fix the regex that incorrectly flagged TerraTech as running when TTMM was running.
  • Strip out any TTSMM warnings put in mod titles, e.g. (Needs TTSMM)
    Any whitespace in front of the warning will also be stripped out. For a mod name to qualify, it needs to:
    • Have the TTSMM warning enclosed in parentheses
    • Be at the very end of the mod name
    • Explicitly include the characters TTSMM (capital or lowercase) somewhere in the warning

1.5.4 - Fix path validation bug

29 May 22:19
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Patches a bug where users could start up the app without having provided a correct executable file location

v1.5.3 - Fix local dir still being asked for

14 Apr 06:18
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Fix still asking for local dir on app start

v1.5.2 - Optional Local Mods Dir

12 Apr 20:07
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Made the local mods directory optional, as it's expected to only be useful to mod developers