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Bump STS2.RitsuLib from 0.5.10 to 0.5.11 - #27

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dependabot/nuget/scripts/STS2.RitsuLib-0.5.11
Aug 10, 2026
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dependabot/nuget/scripts/STS2.RitsuLib-0.5.11

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Updated STS2.RitsuLib from 0.5.10 to 0.5.11.

Release notes

Sourced from STS2.RitsuLib's releases.

0.5.11

English

Added

  • Mods can create linked reward groups that either grant one chosen reward or attempt to grant the entire group. They retain the game's native reward presentation, synchronize the chosen child in multiplayer, and survive combat-room save and restore; unconfigured native linked groups use the corrected choose-one behavior.
  • Settings, catalogs, developer tools, and enhanced developer-console autocomplete can optionally match transliterations. The built-in Mandarin pinyin provider can be enabled and managed from settings, and mods can add providers or reuse the same matching behavior in their own local search controls through the public API.
  • Mods can safely inspect and replace player progress data using the active game's current progress schema, with conflict protection and bounded recovery support for interrupted operations. The bridge can be queried before the game runtime is available and reports no supported schema until schema-dependent operations are available. Recovery records can be scoped by a stable mod identifier, explicitly restored or dismissed, and remain tied to the schema in which they were created; malformed records do not consume the active recovery allowance.
  • Card, relic, and potion PNG exports can optionally use names from the current game language for filenames, with safe fallbacks for missing or duplicate names.
  • Content source labels can now be placed above or below descriptions, use a custom color and optional blank-line separation, and apply custom text such as a Mod: prefix.
  • Mods can resolve normalized content-source IDs and display names independently of hover-tip preferences.
  • Catalog items can expose accessible icon quick actions and optional color accent markers without replacing their normal selection behavior or relying on color alone.
  • Developer-tool content catalogs support source-mod filtering, responsive detail drawers, and full-library browsing for cards, relics, potions, Powers, and orbs. The player-card catalog separates the persistent deck from its combined combat-pile view, follows external pile changes, and sorts localized names and X-cost cards consistently. Power entries pair explicit Buff, Debuff, or neutral labels with matching visual accents.
  • Relics, potions, and Powers provide target-specific management views with ownership or stack information and direct icon actions. Duplicate relic instances can be obtained, edited, and removed individually. A unified player and combat-creature directory supports type filtering, orders players before pets and monsters, identifies each pet's owner, distinguishes combatant types with icons and faction accents, removes defeated non-player creatures from the view, and opens complete player details.
  • Card, relic, potion, and Power creation or application workflows keep their primary action immediately available and place optional setup behind compact collapsed controls. Existing cards support exact upgrade levels, including restoring level zero, and clearing or replacing an enchantment restores a clean card state at the same upgrade level. Relic, potion, and Power numeric variables can be overridden before creation or application and edited on existing instances.
  • Combat tools can safely add individual monsters or complete encounter enemy groups in rooms with or without scene-defined slots, fully remove pets, and display localized room names.
  • Players can channel orbs from a searchable library, inspect their ordered orb queue and empty slots, replace or remove individual orbs, and set an exact orb-slot count. Player details link directly to cards and piles, owned relics, owned potions, current Powers, and the orb queue.
  • State presets independently control whether filling records internal model values and whether applying uses saved internal values. Both controls default off; when enabled they preserve supported card adjustments, relic stacks, potion and model variables, and Power amounts.
  • Developer tools now discover registered custom card piles, secondary combat resources, and model capabilities. Custom piles participate in card browsing, creation, movement, bulk operations, and state presets according to their combat or run-persistent lifetime; searchable pile selectors keep these workflows usable when many piles are registered. Secondary resources have a searchable live editor and can be captured and restored by state presets. Contextual capability controls appear on the corresponding live character, card, enchantment, affliction, relic, potion, Power, orb, or monster, showing attached serialized state and allowing compatible registrations to be added or removed without leaving that model's editor. State presets can also capture and restore stable player-side capability collections and their serialized state. Multiplayer changes require compatible support only when these extended states are actually used.
  • Player value editors use consistent field widths and provide full healing as a separate quick action. Destructive bulk Power removal requires confirmation.
  • Extra-hand custom piles now follow the base-game hand's disabled movement, tint, controller-navigation, and temporary card-selection availability. Mods can customize the disabled offset, color, and transition duration independently of their card layout, and can temporarily disable or restore granted manual-play capability for a live extra hand while automatically updating existing and newly added cards.

Changed

  • The developer tools panel now remembers whether it is open separately for each profile, restores without automatically expanding, and refreshes its catalogs as soon as game content finishes initializing.
  • RitsuLib now keeps genuine mod data in profile storage, stores rebuildable shared data in the operating system's per-user cache, and isolates short-lived work in temporary storage. Obsolete generated caches and staging data left by earlier releases are removed automatically.

Fixed

  • Manual Steam Workshop checks now report updates downloaded earlier in the current game session that will take effect after restarting, instead of saying that no updates are missing.
  • Runtime registration now rejects mismatched pool and model families, open generic or otherwise unusable model types, and other deterministically invalid type combinations before changing registration state. Automatic registration and content packs report and skip failed entries while continuing later independent registrations.
  • Settings and developer-tool controls now preserve clear visual priority across normal, emphasized, selected, and disabled states, use consistent typography for catalog status text, organize dense live editors into compact collapsible sections, keep Power and orb grid tiles fixed while editing through the shared detail drawer, and provide more readable button labels in every built-in theme.
  • Capability changes made through developer tools now immediately refresh affected card, relic, potion, Power, and orb displays. Live editors update changed model data in place without discarding focused input, draft values, expanded controls, or scroll position.
  • Self-check exports now retain complete log files, preserve nested diagnostic archives, and publish only validated bundles instead of exposing in-progress output.
  • State-divergence diagnostic archives are now published only after completion and remain intact when collected through the game's log or feedback reports. Sensitive local identifiers are removed from collected copies without changing the original archive.

中文

新增

  • 模组现在可以创建“选择一项”或“尝试领取整组”的关联奖励组。它们保留游戏原生奖励界面,可在多人模式中同步具体选择,并支持随战斗房间存档和恢复;未额外配置的原生关联奖励组也会使用修正后的单选行为。
  • 设置、目录、开发者工具及开发者控制台增强自动补全现在可以选择匹配转写文本。内置普通话拼音提供器可在设置中启用和管理,模组也可通过公开 API 添加提供器,或在自己的本地搜索控件中复用相同匹配行为。
  • 模组现在可以使用当前游戏的进度 schema 安全读取和替换玩家进度数据,并获得冲突保护和有界的中断恢复支持。桥接器可在游戏运行时不可用时安全查询,并会在依赖 schema 的操作可用前返回空的支持列表。恢复记录可按稳定的模组标识划分,始终绑定到创建时的 schema,并支持显式恢复或放弃;格式错误的记录不会占用有效恢复名额。
  • 卡牌、遗物和药水 PNG 导出可选择使用当前游戏语言下的名称作为文件名,并会安全处理名称缺失或重复的情况。
  • 内容来源标签现在可以显示在说明顶部或底部,并可自定义颜色、空行分隔及文字格式(例如添加“Mod:”前缀)。
  • 模组现在可以独立于悬浮提示偏好,解析规范化的内容来源 ID 和显示名称。
  • 目录项现在可以提供具有无障碍说明的图标快捷操作和可选颜色强调标记,同时保留原本的选择行为,且不会只依靠颜色传达含义。
  • 开发者工具的内容目录支持按来源模组筛选、自适应详情抽屉,以及卡牌、遗物、药水、Power 和充能球的完整目录浏览。玩家卡牌目录会将长期牌组与合并的战斗牌堆视图分开,跟随外部牌堆变化,并按当前语言名称及 X 费规则稳定排序。Power 项会将明确的 Buff、Debuff 或中性文字与对应视觉强调配对显示。
  • 遗物、药水和 Power 提供面向所选目标的管理视图,显示持有或层数信息并提供直接图标操作;可重复获取遗物,并逐个编辑或移除重复实例。统一的玩家与战斗生物目录支持类型筛选,按玩家、宠物、怪物排序,标注每只宠物的主人,以图标和阵营色区分战斗单位类型,自动隐藏已死亡的非玩家生物,并为玩家打开完整详情。
    ... (truncated)

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---
updated-dependencies:
- dependency-name: STS2.RitsuLib
  dependency-version: 0.5.11
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>
@dependabot dependabot Bot added dependencies Pull requests that update a dependency file nuget Pull requests that update NuGet packages labels Aug 10, 2026
@github-actions
github-actions Bot enabled auto-merge (squash) August 10, 2026 00:14
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Dependency Review

The following issues were found:
  • ✅ 0 vulnerable package(s)
  • ✅ 0 package(s) with incompatible licenses
  • ✅ 0 package(s) with invalid SPDX license definitions
  • ⚠️ 1 package(s) with unknown licenses.
See the Details below.

License Issues

scripts/RespectAffectsGameplay.csproj

PackageVersionLicenseIssue Type
STS2.RitsuLib0.5.11NullUnknown License

OpenSSF Scorecard

PackageVersionScoreDetails
nuget/STS2.RitsuLib 0.5.11 UnknownUnknown

Scanned Files

  • scripts/RespectAffectsGameplay.csproj

@github-actions
github-actions Bot merged commit 6448a49 into main Aug 10, 2026
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@dependabot
dependabot Bot deleted the dependabot/nuget/scripts/STS2.RitsuLib-0.5.11 branch August 10, 2026 00:15
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