update patch notes.

This commit is contained in:
Olivier Gagnon 2021-08-15 15:23:39 -04:00
parent 67e5e413e4
commit 539b206cb5
2 changed files with 22 additions and 10 deletions

@ -6,7 +6,7 @@
import { IMap } from "./types"; import { IMap } from "./types";
export const CONSTANTS: IMap<any> = { export const CONSTANTS: IMap<any> = {
Version: "0.52.2", Version: "0.52.3",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience /** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then * and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@ -225,18 +225,25 @@ export const CONSTANTS: IMap<any> = {
TotalNumBitNodes: 24, TotalNumBitNodes: 24,
LatestUpdate: ` LatestUpdate: `
v0.52.2 - 2021-07-15 Oh yeah, BN11 is a thing (drunk hydroflame tbh) v0.52.3 - 2021-07-XX Gangs were OP (hydroflame)
------------------------------------------- -------------------------------------------
** Source-Files ** ** Gang **
* Source-File 11 now also provides a small reduction to the price increase * Significant rework. Ascension is now based on exp gained.
multiplier. * All upgrades give exp bonuses.
* Maximum gang members reduced to 12.
* Respect required to recruit sharply increased.
* Rewritten in React, the UI should be smoother and less laggy now.
** Augmentations ** ** Infiltration **
* New Augmentation offered by Aevum, themed around 777 and offers some basic * Now isTrusted protected.
programs.
* Augmentation descriptions are now more concise and consistent. ** Misc. **
* Many UI element are now "noselect" protected.
* Fixed an issue where you could join the same faction twice via script and
UI simultaneously.
`, `,
} }

@ -8,6 +8,11 @@ export function KeyHandler(props: IProps): React.ReactElement {
let elem: any; let elem: any;
useEffect(() => elem.focus()); useEffect(() => elem.focus());
// invisible autofocused element that eats all the keypress for the minigames. function onKeyDown(event: React.KeyboardEvent<HTMLElement>): void {
return (<div tabIndex={1} ref={c => elem = c} onKeyDown={props.onKeyDown} />) if(!event.isTrusted) return;
props.onKeyDown(event);
}
// invisible autofocused element that eats all the keypress for the minigames.
return (<div tabIndex={1} ref={c => elem = c} onKeyDown={onKeyDown} />)
} }