1. Patch 1.0.4.2
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  3. Hello Rabbits,
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  5. Back from vacation with a small update full of fixes.
  6. If your mods aren't perfectly aligned with the lobby you join, you should crash less.
  7. I'm not sure I've fixed every possible issue, but that's hard to know with something as flexible as mods.
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  11. - Character skins now have a per-class icon that replaces the palette's face. In addition, instead of showing the replaced palette in character select, a message appears saying that a preview isn't available.
  12. Obviously the ideal solution would be that you could actually see your skin in the character select, but doing that would mean loading in all your skin sprites when you go to the character select, which would make the run start/reset loading screen extremely long for people with a lot of skin mods (or even crash laptops etc.)
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  14. - Added "&" "|" "%" to the parser (so you can do stuff like orderBin0 | orderBin1 to add binaries together, or do var0%5 and stuff)
  15. - Added an icon to the top left difficulty display when you are using mods that affect gameplay
  16. - Added a number of pattern variables that you can use for custom patterns (that I'll list separately, I need to make an API page for custom variables anyway)
  17. - Added "Enable All" and "Disable All" buttons to the "Mods" page
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  21. - Fixed issue where the color-matching circles in one of Mav, the Seamstress Frog's patterns were the wrong sizes
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  23. - Fixed issue where, when the displayed number on loot went over 99, the display would bug out
  24. With this fix, that display number will display correctly up to 999. If you are modding in items, the number itself can go over 999 internally; but the display for the number will cap out at 999.
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  26. - Fixed issue where, if a person who planned to roll on loot skipped, the rolling animation would still play
  27. - Fixed issue where, if the only person who chose a character left, everyone in the middle of choosing a character would have their character selection reset
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  29. - Fixed issue where, when making a custom animation, the game would crash if you didn't fill in headOffset values for all frames
  30. - Fixed issue where, if you had empty lines in an "AnimationSheetSimple", the game would throw errors
  31. - Fixed issue where the parser would incorrectly count parenthesis when you used them in conjunction with a function call
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  33. - Fixed issue where disabling an encounter mod and proceeding in Toybox mode could crash your game
  34. - Fixed issue where, if your game was unmodded, but you joined a lobby with modded items, you would still gain achivements and unlocks
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  36. - Fixed issue where tags aren't properly reflected when you refresh info on a downloaded mod (and at times, doing this would crash your game)
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  39. 1.0.4.3 Hotfix
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  41. - There are now pages on the Toybox encounter menu for when you have enough mods for it to overflow out of the UI
  42. - Fixed issue where moving forward too quickly after a certain cutscene caused the game to crash
  43. - Fixed issue that caused modded patterns with "transformSmall" in them to crash
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  45. 1.0.4.4 Hotfix
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  47. - ACTUALLY fixed issue that caused modded patterns with "transformSmall" in them to crash
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