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Releases: EverestAPI/CelesteCollabUtils2

Version 1.7.0

10 Dec 12:09
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  • Added possibility to add a "Learn" tab in the chapter panel with gym teleports

Version 1.6.22

04 Dec 16:16
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  • Support for chapter panels with tags only (no credits)

Version 1.6.21

01 Dec 18:58
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  • Fixed hard crashes on macOS when entering a map from a lobby
  • Fixed Discord Rich Presence displaying "in menu" when opening a chapter panel in a lobby
  • Moved Mini Heart setup from Awake to Added, so that other entities can mess with it in their Awake method

Version 1.6.20

22 Nov 21:26
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  • Fixed chapter panel crystal heart reskins for entire level sets (for example, mini hearts from Spring Collab), broken since 1.6.18

Version 1.6.19

20 Nov 12:39
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  • Notify mods about level exit when teleporting from lobby to map

This allows extended variants to be reset for example.

Version 1.6.18

20 Nov 11:16
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  • Added ModInterop exports in LobbyHelper and InGameOverworldHelper for easier usage by other mods
  • The DLL is now built in "Release" mode rather than "Debug", in order to optimize it slightly more

Version 1.6.17

09 Oct 20:04
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  • Extend chapter panel bookmark if author name is too long (contributed by @WEGFan)

Version 1.6.16

09 Oct 17:06
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  • Add possibility to specify which maps Rainbow Berries take into account

This can be done with the new "Maps" property of Rainbow Berries. If "Level Set" = "MyCollab/1-Maps" and "Maps" = "one,two", then the rainbow berry will spawn when you collect the silver berries of maps "one" and "two" in the "MyCollab/1-Maps" level set.

If multiple rainbow berries are in the same lobby, you can link the rainbow berries with their corresponding unlock cutscene triggers by giving them the same "Level Set" and "Maps" attributes.

Version 1.6.15

07 Sep 19:36
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This Everest version allows for more reskinning of the chapter panel, which made a Collab Utils patch fail due to some changes in the code.

Version 1.6.14

21 Aug 15:45
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  • Allow GUI sprites to be lazily loaded as well

The lazy loading configuration at the root of the mod is now a YAML file, where you can include which files you do not want to be lazily loaded. The most common ones are already excluded by default though!