MiX MenuKit — Changelog

v3.2.0

The Inventory Menu appears and disappears with the inventory
The Inventory Menu is now part of the inventory screen itself. Open your inventory and the menu is
there; close it, by any route, and it goes with it. No key bind is needed any more, so nothing can
get out of step after Escape, a loot box, dying or opening the map.

A new, game-like look
By default the menu now looks like part of the game: a header word (SERVER by default) over a grid of
grey tiles with a game icon, the plate name and a hover tooltip, in the empty column above Quick Craft.
It has no border or artwork, steps aside while a loot panel is open and scrolls if there are more tiles
than fit. Each plate can carry its own icon and tooltip text in the config, and the header word, tile
size and columns can be changed. The leather side menu is still there: set "Inventory menu style" to
sidebar, or type mixmenukit.style sidebar, and it sits in the strip beside the character.

Older Tab binds still work
A Tab bind set up for the old menu keeps opening the inventory as before; the extra chat line it sends
is ignored, and the player is told once that the bind can be removed. /mixmenu now opens the default
menu on its own, and /mixmenu followed by a menu's name or trigger opens that menu.

The info popup (the i button) explains the new behaviour in place of the key-bind help, and the "i"
button no longer appears on normal menus.

Existing menus and settings are kept as they are; the new settings are added to the config with their defaults.

v3.1.1

The full set of frames and buttons is back
Every frame and button the kit shipped with originally is included again: the whole Rogue theme (leather,
amber, rust, bot, ops, night and depot frames with their nine button styles), the olive, hairline, scrap and
stencil frames, the olive, ghost, ooze and toxic buttons, and the horde, ooze and swamp frames. They were left
out of one earlier package to keep it small. Themes already in use are unchanged; nothing else is different.

v3.1.0

Inventory Menu stays with the inventory
The Inventory Menu now follows the player's inventory screen instead of only its own key. Before,
closing the inventory with Escape, dying, being downed or a loot box closing could leave the menu
stuck on screen, and the next key press would then flip it the wrong way. Now it hides itself when
the inventory closes by any of those routes, and a menu left behind after Escape goes away as soon
as the player looks around.

Crafting key bind
The key-bind help on the Inventory Menu (its i button) also offers a line for the crafting key, so
opening crafting with Q shows and hides the menu the same way Tab does.

No configuration changes, no changes to any saved menu.

v3.0.24
First release.
