Releases: lucasluqui/KnightLauncher
Releases · lucasluqui/KnightLauncher
Knight Launcher 2.0.23
- Fixed a NullPointerException when trying to run any of the spiralview managed editors for official servers.
- Correctly display whether we're using spiralview or editors from third parties.
Knight Launcher 2.0.22
- Added editors support for third party servers.
- Added some changes to desktop shortcut creation on Linux (thanks @quardbreak).
- Fixed an issue where desktop shortcuts on Linux would sometimes fail to display an icon.
- Potentially fixed an issue where the Windows Java VM would be incorrectly prioritized when playing on Linux.
- Updated spiralview.
- Updated credits.
- Localization updates.
Knight Launcher 2.0.21
- Added a button to toggle animated banners off.
Knight Launcher 2.0.20
- Added support for animated banner images.
- Added a message to the progress bar to indicate when the base bundle is being regenerated after a third party server update.
- The "Play" button will now indicate whether an install or update is required beforehand.
- Editors button on the side pane is no longer visible when a third party server is selected.
- Platform settings are no longer visible when a third party server is selected.
- Discord RPC settings are no longer visible when a third party server is selected.
- Fixed an error where the base bundle wouldn't be updated after a third party server finished updating.
- Minor UI updates.
Knight Launcher 2.0.19
- Fixed an error whereby the game setting "Disable Explicit GC" would get reset when switching between servers.
Knight Launcher 2.0.18
- Fixed some minor issues with the previous release.
Knight Launcher 2.0.17
- Added modding support for third party servers.
- Game settings such as allocated memory, garbage collector, etc. are now stored individually per server.
Knight Launcher 2.0.16
- Added support for Modpacks.
Modpacks:
- Allows you to deliver multiple Resource mods (
.zip
) as one single.modpack
compressed file. - Will always be loaded before any other Resource mod.
- Mod information is declared through mod.json like any other mod type.
For modders:
- Some mods (like FPS+, for example) are big enough to benefit from the modularization Modpacks will now allow, and will also be made top-priority to KL's mod loader, making them the first to get mounted in.
- To construct your Modpack you'll have to create an empty
.zip
file, rename it to change the extension from.zip
to.modpack
, and then use any zip editor to drop your mods'.zip
files into it. - The mods inside a Modpack are still loaded in alphabetical order just like Resource mods usually do.
- For the time being Modpacks cannot contain Code mods.
Knight Launcher 2.0.15
Spiralview:
- Fixed an error when trying to export some scenes due to ActionDesc$PointOfInterest being non-exportable.
Knight Launcher 2.0.14
This release actually does what the previous one should've.