# Changelog
Version numbers are shared between libloadorder and libloadorder-ffi. This
changelog does not include libloadorder-ffi changes.
## [18.4.0] - 2025-05-01
### Added
- Support for TES IV: Oblivion Remastered using the new
`GameId::OblivionRemastered` enum variant. Oblivion Remastered uses the
textfile-based load order system, and libloadorder will read and write
`loadorder.txt` next to `Plugins.txt` in the game's Data directory.
### Fixed
- A panic would occur when reading OpenMW config that did not define any user
config paths. An error is now returned instead.
### Changed
- Binary content in error messages (including paths) will now be output as ASCII
strings with character escapes instead of hexadecimal byte arrays.
- Some code that used functions that could panic has been rewritten to avoid
the risk of changes accidentally introducing panics.
- Updated esplugin to 6.1.3.
## [18.3.0] - 2025-03-26
### Added
- Implemented `Ord` and `PartialOrd` on `LoadOrderMethod`, `GameId` and
`GameSettings`.
- Added `std::fmt::Debug` as a supertrait of `WritableLoadOrder`.
### Changed
- The `Box<dyn error::Error + Send>` stored in `Error::PluginParsingError` is
now `Box<dyn error::Error + Send + Sync + 'static>`.
- `GameSettings::into_load_order()` now returns a
`Box<dyn WritableLoadOrder + Send + Sync + 'static>` instead of a
`Box<dyn WritableLoadOrder>`
### Changed
- Updated windows to 0.61.1.
## [18.2.2] - 2025-02-10
### Fixed
- OpenMW configuration is now loaded in a similar way to how OpenMW loads it,
so a wider variety of config file locations are now supported, including the
locations used by Linux packages linked to at <https://openmw.org/downloads/>.
- A panic that could occur when loading an OpenMW load order that contains no
plugins.
## [18.2.1] - 2025-02-02
### Fixed
- Increased the active plugin limit for OpenMW from 255 to 2147483646.
## [18.2.0] - 2025-02-01
### Added
- Support for OpenMW using the new `GameId::OpenMW` and
`LoadOrderMethod::OpenMW` enum values.
- Support has been implemented for OpenMW 0.49.0 RC3. 0.48.0 should also be
compatible, as there appears to be only minor load order differences between
the two.
- When calling `GameSettings::new()` or `GameSettings::with_local_path()`, the
`game_path` must be the path to the OpenMW installation directory, e.g.
`C:\Program Files\OpenMW` on Windows, not the Morrowind install path.
- `GameSettings::new()` will use OpenMW's `My Games\OpenMW` directory on
Windows and its `$XDG_CONFIG_HOME/openmw` (or `$HOME/.config/openmw`)
directory on Linux as the game's local path.
- OpenMW supports loading plugins from multiple data directories.
`GameSettings::plugins_directory()` will be the `resources/vfs` directory,
and `GameSettings::additional_plugins_directories()` will contain OpenMW's
local data path, followed by the data paths listed in the global and user
`openmw.cfg` files.
- When the load order is saved, the user `openmw.cfg` will be written to,
replacing the `content` entries with the active plugins in their load order,
and replacing the `data` entries with the paths in
`GameSettings::additional_plugins_directories()`, aside from hardcoded paths
and paths that are present in the global `openmw.cfg` file.
- The OpenMW Launcher derives the load order of inactive plugins from the
order in which their parent data paths are listed and from their filenames.
libloadorder attempts to do the same.
- While libloadorder allows you to change the load order positions of inactive
plugins, OpenMW provides no way to persist those changes.
- Unlike Morrowind, OpenMW does not load master-flagged plugins before
non-master-flagged plugins: all plugins are effectively non-masters.
- The OpenMW Launcher may hide some plugins from view, and may automatically
activate inactive dependencies of active plugins. libloadorder always shows
the full load order and does not automatically activate any plugins.
- libloadorder does not support ghosted OpenMW plugins.
### Changed
- Deprecated `GameSettings::master_file()`. It's not used in any load order
operations, apart from appearing as an early-loading plugin for some games,
and is misleading for OpenMW and some total conversion installs for other
games, e.g. Nehrim.
- Updated encoding_rs to 0.8.35.
- Updated dirs to 6.0.0.
- Updated libc to 0.2.169.
- Updated regex to 1.11.1.
- Updated unicase to 2.8.1.
- Updated windows to 0.59.0.
## [18.1.3] - 2024-10-20
### Fixed
- The order that is used for Starfield's hardcoded plugins has been updated to
match the order the game uses: `ShatteredSpace.esm` has been moved after
`OldMars.esm`.
## [18.1.2] - 2024-10-07
### Fixed
- Performance regressions introduced in v18.0.0 as part of blueprint plugin
support. Most operations now perform better than in v17.0.1, with the biggest
relative change being `WritableLoadOrder.set_plugin_index()` seeing a 188x
improvement, and the slowest function `WritableLoadOrder.load()` seeing a 2x
improvement.
### Changed
- Updated esplugin to 6.1.1.
## [18.1.1] - 2024-10-05
### Fixed
- Incorrect validation errors when a game's CCC file contained a plugin with a
hardcoded load order position.
## [18.1.0] - 2024-10-05
### Added
- `ShatteredSpace.esm` is now recognised as a Starfield plugin with a hardcoded
load order index of `01`.
### Changed
- Starfield's official plugins were treated as being implicitly active, but now
`Starfield.esm`, `Constellation.esm`, `OldMars.esm`, `SFBGS003.esm`,
`SFBGS004.esm`, `SFBGS006.esm`, `SFBGS007.esm` and `SFBGS008.esm` have
hardcoded load order indexes, to match the behaviour of Starfield v1.14.70.0.
- Updated regex to 1.11.0.
## [18.0.0] - 2024-08-24
Same as 17.1.0: the breaking changes intended for this release were accidentally
in that release. The changelog entry for 17.1.0 has been updated to include
those changes.
## [17.1.0] - 2024-08-23
### Added
- Support for blueprint masters, as introduced by Starfield.
- Starfield's `SFBGS004.esm` plugin is now treated as implicitly active.
- `Error::InvalidBlueprintPluginPosition`, which is used when attempting to put
a blueprint plugin in a load order position that is invalid.
### Changed
- The `Error`, `GameId` and `LoadOrderMethod` enums are now non-exhaustive.
- Updated esplugin to 6.1.0.
- Updated regex to 1.10.6.
- Updated rust-ini to 0.21.1.
- Updated windows to 0.58.0.
### Fixed
- The wrong insert position could be calculated for a plugin being inserted into
a load order that contains one or more hoisted non-masters.
### Removed
- `Error::SystemTimeError`, `Error::NotUtf8` and
`Error::GameMasterMustLoadFirst` as they are unused.
## [17.0.1] - 2024-06-29
### Changed
- The limit for the number of active full plugins that is enforced when
activating a plugin or setting the load order's active plugins is now reduced
if small or medium plugins are also active, to reflect that small plugins use
the `FE` index and medium plugins use the `FD` index.
### Fixed
- `Starfield.esm` was not allowed to load in any position other than at the
start of the load order.
- Hoisting plugins when loading the current load order could move them too late
in the load order if more than one plugin needed hoisting.
- Load order validation when setting a plugin's index or when setting the load
order did not check for master files hoisting other master files.
## [17.0.0] - 2024-06-28
### Added
- Starfield's `Starfield.ccc` file will now be read from the
`My Games\Starfield` directory as well as its install directory, with the
former taking precedence over the latter, to match the game's behaviour.
- Starfield plugins will now be loaded from the `My Games\Starfield\Data`
directory as well as the game install path's `Data` directory, but only for
plugins that are present in both directories. This matches the game's
behaviour.
- Support for medium plugins (introduced by Starfield), which are now counted
separately to full plugins when checking active plugin limits, as they have
their own limit of 256 active medium plugins.
### Changed
- Master files are now hoisted to load before other master files that depend on
them, to match the behaviour of all supported games.
- Starfield's `Starfield.esm`, `Constellation.esm` and `OldMars.esm` are no
longer treated as hardcoded: instead, they are now treated as implicitly
active, along with `BlueprintShips-Starfield.esm`, `SFBGS003.esm`,
`SFBGS006.esm`, `SFBGS007.esm` and `SFBGS008.esm`.
- Plugins that have the update flag (introduced by Starfield) set are no longer
given special treatment when checking active plugin limits, to match
Starfield's current behaviour. Previously such plugins would not count towards
the maximum number of plugins you could have active at the same time.
- `Error::TooManyActivePlugins` has gained a `medium_count` field, and its
`normal_count` field has been renamed to `full_count` to match the terminology
introduced by Starfield.
- Updated esplugin to 6.0.0.
- Updated libc to 0.2.155.
- Updated regex to 1.10.5.
- Updated windows to 0.57.0.
### Fixed
- If a non-master plugin was a master of two master plugins, it would be hoisted
to load before the master that loaded second instead of the master that loaded
first.
## [16.0.0] - 2024-05-02
### Added
- Support for Fallout 4 from the Epic Games Store.
- `Cargo.lock` is no longer ignored by Git.
### Changed
- `Error::IoError`, `Error::NoFilename`, `Error::PluginParsingError`,
`Error::TooManyActivePlugins`, `Error::DuplicatePlugin`,
`Error::NonMasterBeforeMaster`, `Error::GameMasterMustLoadFirst`,
`Error::IniParsingError` and `Error::VdfParsingError` now hold contextual
data.
- `Error::DecodeError` now holds a `Vec<u8>`.
- `Error::EncodeError` now holds a `String`.
- Updated to Rust's 2021 edition.
- Updated esplugin to 5.0.0.
- Updated rust-ini to 0.21.0.
- Updated windows to 0.56.0.
### Removed
- `Error::InvalidPlugin` as it doesn't provide any value over more granular
errors now that they hold contextual data.
- `Error::InvalidRegex` as it was only used for a hardcoded regex.
- The filetime dependency.
### Fixed
- Removing a master file that is responsible for hoisting another plugin was not
validated correctly. The validation logic now correctly prevents such masters
from being removed until the plugin(s) they hoist are removed first, unless
the next master in the load order also hoists the same plugin(s) or the master
being removed is the last master in the load order.
## [15.0.2] - 2023-11-25
### Changed
- Case insensitivity is now consistently implemented using case folding instead
of a mix of case folding and lowercasing.
- Updated rust-ini to 0.20.0.
- Updated keyvalues-parser to 0.2.0.
- Updated windows to 0.52.0.
### Fixed
- When parsing ini files, single and double quote characters are no longer
treated as special characters, and backslashes are no longer treated as
potentially the start of an escape sequence.
## [15.0.1] - 2023-10-06
### Fixed
- If two plugins in a timestamp-based load order have the same timestamp, they
are now sorted in descending filename order instead of ascending filename
order, matching the behaviour of all relevant games.
- Plugins that are installed but not listed in the load order file (if relevant)
or the active plugins file (if the load order file is not relevant or does not
exist) are now sorted by ascending file modification timestamp instead of
ascending filename.
If two plugins share the same timestamp, then they are sorted by filename.
For Starfield, the filename sort order is ascending, while for all other games
it is descending.
This matches the games' behaviour for unlisted implicitly active plugins, and
matches the behaviour of xEdit and Wrye Bash for all unlisted plugins.
- `WritableLoadOrder::save()` for asterisk-based load orders now sets the load
order by setting plugin timestamps when `plugins.txt` is being ignored, in
addition to writing `plugins.txt`. This ensures that the load order that is
saved is seen when it is next loaded, even if `plugins.txt` is still ignored.
- `WritableLoadOrder::is_ambiguous()` now always returns false for
timestamp-based load orders, because there is never any real ambiguity.
- `WritableLoadOrder::is_ambiguous()` for asterisk-based load orders now ignores
implicitly active plugins when checking that plugins are listed in
`plugins.txt`. Previously it only ignored early-loading plugins, which was
incorrect because implicitly-active plugin load order positions are always
well-defined.
## [15.0.0] - 2023-09-28
### Added
- Support for Starfield, using `GameId::Starfield`.
- Support for detecting Fallout: New Vegas `.nam` files. Any plugin with the
same basename as a `.nam` file in the Data folder is now treated as implicitly
active.
- Support for detecting the correct local app data folders for Microsoft Store
installs of Skyrim Special Edition and Fallout 4, and Epic Games Store
installs of Fallout: New Vegas.
- Support for plugins activated using the `sTestFile1` through `sTestFile10` ini
file properties for all games other than Morrowind, which does not use those
properties. Plugins activated using those ini file properties are treated as
implicitly active.
- `GameSettings::early_loading_plugins()` and `GameSettings::loads_early()`.
- `Error::InvalidEarlyLoadingPluginPosition`, which is now used instead of
`Error::GameMasterMustLoadFirst` when an early-loading plugin has the wrong
position in a load order that is being set.
- `Error::NoDocumentsPath` is used when the user's Documents path cannot be
detected.
- `Error::VdfParsingError` is used to represent errors encountered while parsing
VDF files. This is currently only done for Starfield's Steam app manifest
file.
- `Error::SystemError` is used to represent unknown operating system errors.
This is currently only relevant for Microsoft Store installs of Starfield.
### Changed
- libloadorder now distinguishes between implicitly active plugins and those
that load in specific positions earlier than plugins listed in `plugins.txt`,
which are now referred to as early-loading plugins. The set of implicitly
active plugins is a superset of early loading plugins plus any plugins
activated by `.nam` files or ini file properties.
- `Fallout4.ccc` and `plugins.txt` are now ignored when Fallout 4 or Fallout 4
VR have any plugins activated using ini file properties, to match the
behaviour of Fallout 4. Fallout 4 VR is assumed to have the same behaviour.
- Replaced the `app_dirs2` dependency with `dirs`.
- `Error::UnrepresentedHoist`'s two `String` members are now named to
disambiguate them.
### Fixed
- libloadorder now looks for `Oblivion.ini`'s `bUseMyGamesDirectory` property in
the ini file's `General` section, instead of anywhere in the file.
## [14.2.2] - 2023-09-16
## Changed
- `GameSettings::active_plugins_file()` now returns a path ending in
`Plugins.txt` instead of `plugins.txt` for all games other than Morrowind, to
case-sensitively match the filenames used by the games.
## [14.2.1] - 2023-08-22
## Changed
- `GameSettings::active_plugins_file()` now returns a path ending in
`Plugins.txt` instead of `plugins.txt` for Oblivion and Nehrim, to
case-sensitively match the filenames created by those games.
## [14.2.0] - 2023-08-20
### Changed
- `GameSettings::new()` is now available on Linux. Calling it for any game other
than Morrowind will always fail, as all other games use a local data path,
which must be provided on Linux.
### Fixed
- A typo in the `Error::GameMasterMustLoadFirst` error message.
## [14.1.0] - 2023-04-26
### Added
- Support for providing the paths to any plugins directories other than the
game's plugins directory that contain plugins which should be considered part
of the load order. This is intended to support the Microsoft Store's Fallout 4 DLCs, which are installed outside of the base game's install path.
- libloadorder will detect if a given Fallout 4 path is for a Microsoft Store
install by looking for `appxmanifest.xml` in the game directory when
creating a `GameSettings` struct. If found, libloadorder will initialise the
settings with the paths to the external DLC data directories in case the
DLCs are installed.
- `GameSettings::set_additional_plugins_directories()` can be used to
customise the paths that libloadorder will take into account.
- `WritableLoadOrder::game_settings_mut()` can be used to get a mutable
`GameSettings` reference from a `WritableLoadOrder` impl.
## [14.0.0] - 2023-03-18
### Added
- Support for Enderal: Forgotten Stories and Enderal: Forgotten Stories (Special
Edition), which are total conversion mods for Skyrim and Skyrim Special
Edition respectively. They operate in the same way as their base games, but
store their load orders in different directories. If given the `Skyrim` or
`SkyrimSE` game IDs and a game path but no local path, libloadorder will now
check for `Enderal Launcher.exe` in the game path and use the appropriate
local path.
### Changed
- Excess active plugins are no longer deactivated on load. This means that
changing the load order when there are more than the game's supported number
of plugins active will no longer risk deactivating any plugins.
- Performance improvements to loading plugins, setting active plugins and
counting the number of active plugins.
## [13.3.0] - 2022-10-11
### Added
- `GameSettings::new()` now sets the local app data folder name for Skyrim SE to
`Skyrim Special Edition EPIC` if the game install path does not contain
`Galaxy64.dll` and does contain `EOSSDK-Win64-Shipping.dll`. The
`EOSSDK-Win64-Shipping.dll` file is present when the Epic Games Store's
distribution of Skyrim SE is installed.
## [13.2.0] - 2022-10-01
### Added
- `GameSettings::new()` now sets the local app data folder name for Skyrim SE to
`Skyrim Special Edition GOG` if the game install path contains `Galaxy64.dll`,
and otherwise uses `Skyrim Special Edition` as before. The `Galaxy64.dll` file
is present when GOG's distribution of Skyrim SE is installed.
### Changed
- Updated to Rust's 2018 edition.
### Fixed
- If Oblivion's `Oblivion.ini` could not be found or read, or if it did not
contain the `bUseMyGamesDirectory` setting, the game's install path would be
used as the parent directory for `plugins.txt`. It now correctly defaults to
using the game's local app data directory, and only uses the install path if
`bUseMyGamesDirectory=0` is found.
## [13.1.1] - 2022-09-15
### Changed
- Updated esplugin to v4.0.0.
- The encoding dependency has been replaced by a dependency on encoding_rs.
## [13.1.0] - 2022-02-23
### Added
- `WritableLoadOrder::is_ambiguous()` for checking if all currently-loaded
plugins have a well defined load order position and that all data sources are
consistent.
## [13.0.0] - 2021-04-17
### Changed
- `GameId::supports_light_masters()` has been renamed to
`GameId::supports_light_plugins()` to reflect that not all light-flagged
plugins are masters.
- Updated to esplugin v3.4.0.
- Updated to criterion v0.3.0.
- The app_dirs dependency has been replaced by a dependency on app_dirs2.
### Fixed
- Bare trait object deprecation warnings.
## [12.0.1] = 2019-02-26
### Fixed
- Fixed the casing of `Hearthfires.esm` to `HearthFires.esm` in the hardcoded
plugin lists for Skyrim and Skyrim Special Edition, to fix recognising that
plugin on case-sensitive filesystems.
## [12.0.0] - 2018-10-29
### Added
- `WritableLoadOrder::add()` inserts the given plugin into the load order at the
latest valid position, and returns the plugin's new index on success.
- `WritableLoadOrder::remove()` removes the given plugin from the load order.
### Changed
- `WritableLoadOrder::activate()` and `WritableLoadOrder::set_active_plugins()`
will now error if attempting to activate a plugin that has no existing load
order position.
- `WritableLoadOrder::set_plugin_index()` now returns the index set for the
given plugin on success, which can be useful if passing a index larger than
the length of the load order.
### Fixed
- `WritableLoadOrder`'s `load()`, `set_load_order()`, `set_plugin_index()`,
`set_active_plugins()` and `activate()` now all respect the game behaviour of
'hoisting' non-master plugins that are masters of master plugins to load
immediately before the earliest master plugin that depends on them. It is now
an error to attempt to set a load order that contains a plugin in an unhoisted
position that the game will hoist.
- `WritableLoadOrder::is_self_consistent()` now falls back to reading
`loadorder.txt` as encoded in Windows-1252 if it is not encoded in valid
UTF-8, for compatibility with utilities that incorrectly encode it in
Windows-1252 and consistency with `WritableLoadOrder::load()`.
## [11.4.1] - 2018-09-10
### Fixed
- Fallout 4's Ultra High Resolution DLC plugin is now recognised as always
being active if installed.
## [11.4.0] - 2018-06-24
### Changed
- `WritableLoadOrder::set_load_order()` no longer errors if given a load order
that doesn't include all installed plugins, as libloadorder might wrongly
detect invalid plugins as valid when expecting them to be present. Instead,
the load order is set as given, so missing plugins' load order positions are
left undefined.
- Updated esplugin dependency to 2.0.0.
### Removed
- `WritableLoadOrder` no longer has the private trait `MutableLoadOrder` as a
supertrait. Instead, it has `ReadableLoadOrder` as a supertrait (which was
previously a supertrait of `MutableLoadOrder`).
- `ReadableLoadOrder::plugins()`, as it returned the private `Plugin` type and
should not have been exposed.
## [11.2.3] - 2018-06-02
### Changed
- Updated message for `Error::GameMasterMustLoadFirst` to more accurately
reflect that it is now used for incorrectly positioned hardcoded plugins in
general.
- Updated esplugin dependency to 1.0.10.
## [11.2.2] - 2018-05-26
### Changed
- Updated regex dependency.
### Fixed
- Check that hardcoded plugins load in their correct positions in the load order
passed to `WritableLoadOrder::set_load_order()`.
## [11.2.1] - 2018-04-27
### Changed
- Switched from tempfile to tempdir for creating temporary directories for
tests.
### Fixed
- `WritableLoadOrder::load()` would incorrectly move light-master-flagged
plugins with the `.esp` file extension to load before non-masters. It now
allows such plugins to load in amongst non-masters.
## [11.2.0] - 2018-04-08
### Added
- Support for Skyrim VR using `GameId::SkyrimVR`.
## [11.1.0] - 2018-04-02
### Changed
- `WritableLoadOrder::load()` now falls back to reading `loadorder.txt` as
encoded in Windows-1252 if it is not encoded in valid UTF-8, for compatibility
with utilities that incorrectly encode it in Windows-1252.
## [11.0.2] - 2018-03-29
### Fixed
- Setting a load order for Morrowind, Oblivion, Fallout 3 and Fallout: New Vegas
with plugin timestamps earlier than the Unix epoch would fail.
## [11.0.1] - 2018-02-17
### Fixed
- `WritableLoadOrder::set_load_order()` would error if given an unghosted plugin
name for an installed plugin that was ghosted. It now treats unghosted and
ghosted plugin names as equivalent, so they can be used interchangeably.
## [11.0.0] - 2018-02-16
### Changed
- `ReadableLoadOrder` methods now return strings as string slices, making the
API more symmetrical and improving performance.
- `WritableLoadOrder::set_load_order()` now errors if passed a load order that
does not include all installed plugins. Previously any missing plugins would
be appended to the passed load order, which could cause unexpected results.
- Extended benchmarks to cover all `ReadableLoadOrder` and `WritableLoadOrder`
methods, and significantly reduced their running time.
- Updated Rayon dependency to 1.0.0.
## [10.1.1] - 2018-02-14
### Added
- Benchmarks for some `ReadableLoadOrder` and `WritableLoadOrder` methods, built
using [Criterion.rs](https://github.com/japaric/criterion.rs), and which can
be run using `cargo bench`.
### Changed
- Various optimisations that have improved performance in general, with
improvements of between 2x to 19x observed for the benchmarked functions.
### Fixed
- The plugins directory was being searched for plugins recursively, which was
totally unnecessary and had a potentially huge performance impact (~ 500x for
the user who reported the issue). Fixing this also removed the WalkDir
dependency.
- `WritableLoadOrder::set_active_plugins()` was counting normal plugins and
light masters according to their file extension, so it wouldn't count
false-flagged plugins correctly when validating against the active plugin
limits.
- Saving a timestamp-based load order would preserve the plugins' existing
access times, for correctness the access times are now set to the current time
when setting the modification time.
## [10.1.0] - 2018-02-04
### Added
- Support for Fallout 4 VR using `GameId::Fallout4VR`.
### Changed
- Updated esplugin, walkdir and rayon dependencies.
## [10.0.4] - 2017-11-21
### Changed
- Identify Creation Club plugins using `.ccc` files instead of hardcoding them.
- Updated to esplugin v1.0.7.
## [10.0.3] - 2017-10-31
### Fixed
- Panic that could occur when loading state and implicitly-active plugins were
not loaded in the order they appear in the load order.
## [10.0.2] - 2017-10-27
### Fixed
- Ghosted plugins being written to `plugins.txt` with their `.ghost` file
extension, when saving a Fallout 4 or Skyrim Special Edition load order. This
was broken in v10.0.1.
## [10.0.1] - 2017-10-27
### Changed
- Improved performance of setting and saving load order.
## [10.0.0] - 2017-10-14
### Added
- Support for light master plugins, i.e. plugins with a `.esl` file extension,
in Fallout 4 and Skyrim Special Edition.
- All released Creation Club plugins as of Skyrim SE v1.5.3.0.8 and Fallout 4
v1.10.26.0.0 are recognised as always being active if installed.
### Changed
- libloadorder has been rewritten in Rust. The library has been split into two
crates: `libloadorder`, which contains the Rust implementation, and
`libloadorder-ffi`, which contains the FFI wrapper.
- Attempting to write a plugin filename that cannot be encoded in Windows-1252
is now a hard error, instead of that filename getting skipped and a warning
code being returned.
- The documentation has been converted to Markdown and split up: the API
reference documentation is stored with the code and generated by rustdoc, and
the general load order documentation is now stored in `/doc` and generated
by [mdBook](https://azerupi.github.io/mdBook/).
### Removed
- Caching of plugin folder, active plugins file and load order file content, as
profiling showed it was no longer effective.
### Fixed
- Attempting to deactivate an implicitly active plugin that is not installed now
causes an error.
- Attempting to set the active plugins giving an array including an implicitly
active plugin that is not installed now causes an error.
## [9.5.5] - 2017-07-15
### Changed
- Rewrite the documentation using Sphinx, Breathe and Doxygen to produce
better-looking documentation.
- The documentation is no longer generated as a post-build step, to fix builds
when the documentation dependencies are not installed.
## [9.5.4] - 2017-11-23
### Fixed
- A crash caused by missing implicitly-active plugins.
- Implicitly active plugins being positioned incorrectly if one or more were
missing.
## [9.5.3] - 2016-11-12
### Fixed
- The positions of implicitly-active plugins in `plugins.txt` is now ignored.
## [9.5.2] - 2016-11-11
### Changed
- Implicitly-active plugins are no longer written to `plugins.txt` for
Fallout 4 and Skyrim Special Edition.
- The order assumed for Skyrim SE's implicitly active plugins, to match that
assumed by Nexus Mod Manager and other utilities.
## [9.5.1] - 2016-11-08
### Fixed
- Implicitly-active plugins not loading first for Fallout 4 and Skyrim Special
Edition.
## [9.5.0] - 2016-10-29
### Added
- Support for Skyrim Special Edition.
### Fixed
- Implicitly-active plugins were not treated as such if the active plugins file
was missing.
## [9.4.1] - 2016-08-13
### Added
- Support for building with Clang.
### Changed
- Updated libespm to 2.5.4.
- Decouple Boost linking and runtime linking, so that one can be linked
statically while the other is linked dynamically.
## [9.4.0] - 2016-06-21
### Added
- Support for upcoming Fallout 4 DLC plugins to be recognised as always being
active if installed.
### Changed
- Don't throw if deactivating an implicitly active plugin that is not installed.
## [9.3.0] - 2016-05-21
### Added
- Fallout 4's Far Harbor DLC plugin is now recognised as always being active if
installed.
## [9.2.0] - 2016-04-29
### Added
- Fallout 4's Automatron and Wasteland Workshop DLC plugins are now recognised
as always being active if installed.
### Changed
- Documentation is now automatically generated and packaged.
## [9.1.0] - 2016-04-14
### Changed
- Getting active plugins now returns them in load order.
- Setting active plugins now appends any plugins that weren't already present to
the load order in the order they were given.
- PDF documentation is now generated as a post-build step.
## [9.0.0] - 2016-04-11
### Added
- The `LIBLO_METHOD_ASTERISK` constant to indicate the new load order method
now used by Fallout 4.
### Changed
- Updated Fallout 4 support to use new load order method introduced in
Fallout 4 v1.5.
## [8.0.1] - 2016-04-10
### Fixed
- Mismatched CMake variable names causing build failures.
## [8.0.0] - 2016-03-22
### Changed
- Removed the 32/64 suffix from library binary filename.
## [7.0.1] - 2016-03-21
### Changed
- Use CMake's `ExternalProject_Add` to resolve dependencies.
## [7.0.0] - 2015-12-07
### Added
- Support for Fallout 4.
- The API is now thread-safe. String output is allocated in thread-local storage
and freed when the game handle is destroyed. Error messages are allocated in
thread-local storage that exists for the lifetime of the library.
### Changed
- Moved headers to `include` subdirectory.
- Improved generation of 64-bit build project for MSVC.
- Updated to libespm v2.5.0.
- libloadorder now checks that a plugin exists before trying to read its header,
improving error handling.
- Internal refactoring.
- `lo_fix_plugin_lists()` no longer removes invalid plugins.
- `lo_set_load_order()` no longer appends installed plugins that were not
specified.
- Cached data is now reloaded only when changes are detected in the relevant
paths, rather than reloading all data whenever any change is detected.
### Removed
- Boost.Iostreams and Boost.Regex dependencies.
- Support for MSVC earlier than 2015.
### Fixed
- Moving plugins to the end of the load order.
- Running `lo_fix_plugin_lists()` for Skyrim.
- Don't unghost plugin the plugin passed to `lo_set_plugin_active()` if it's not
being activated.
- Unghost the plugins passed to `lo_set_active_plugins()`.
- Passing `lo_set_active_plugins()` one or more plugins that have no existing
load order position.
- `lo_get_load_order()` now returns an error code if passed a zero-length plugin
array.
- `lo_set_active_plugins()` and `lo_set_plugin_active()` now error if passed an
invalid plugin.
- `lo_set_active_plugins()` had no effect if it detected the load order had
changed and reloaded it.
- libloadorder now checks that plugin files are valid instead of just that they
exist when performing load order operations.
- Only valid plugins are now read from the active plugins and load order files.
- `lo_set_load_order()` now retains existing plugin active states.
- Setting the load order for a Timestamp-based game now appends plugins that are
installed but not given in the input array to the end of the load order.
- Change detection now detects when timestamps have been updated with older
values.
- Change detection now stores individual timestamps for each path monitored, so
a change in one path is no longer obscured if the others don't change.
- Don't load plugins that don't end in `.esp`, `.esm` or `.ghost`.
- A memory leak when reallocating a string array.
- Error message typo.
- Building the tests against a static library.
- Building without Google Test present.
## [6.0.3] - 2014-12-21
### Changed
- Removed unnecessary validity checks when overwriting existing state.
- Plugin data is cached during reading of the load order to improve performance.
### Fixed
- Reading plugins from the load order file and active plugins file when Windows
line endings are present.
- The timestamp for the first plugin in the load order was never set for
Timestamp-based games.
- Non-unique timestamps causing not all plugins to be redated when setting the
load order for Timestamp-based games.
## [6.0.2] - 2014-12-14
### Fixed
- Crash due to libespm trying to parse plugins that are not installed.
## [6.0.1] - 2014-10-10
### Fixed
- Validity checks were checking only active plugins when they should have been
checking the whole load order.
## [6.0.0] - 2014-10-06
### Changed
- `lo_get_version()` now returns an unsigned integer code as it can fail.
- `lo_fix_plugin_lists()` is now more thorough, also checking that:
- The game main master file loads first
- All active plugins are installed
- Masters load before non-masters
- No more than 255 plugins are active
- `Update.esm` is active if installed (for Skyrim).
- `lo_create_handle()` now checks that the given paths are valid filesystem
paths.
- `lo_set_game_master()` now checks that the given plugin is valid.
- Skyrim's game master can no longer be set, as it must be `Skyrim.esm`.
- If an invalid load order is loaded, the API functions return
`LIBLO_WARN_INVALID_LIST` instead of `LIBLO_OK`.
### Added
- Google Test-based tests.
- Travis CI builds.
### Fixed
- `lo_create_handle()` nulls the file handle output parameter if it fails.
- Crash when a zero-length load order is set.
- Crashes due to uncaught exceptions.
- Plugin validity checks now try to parse the file header, rather than just
checking the file extension, to catch files that have the correct extension
but aren't actually plugin files.
- Too many active plugins being deactivated when more than the maximum number
of plugins are active.
## [5.0.0] - 2014-09-28
### Changed
- `lo_create_handle()` now takes a new parameter to allow clients to set the
game's local data path. If `NULL`, the Registry is used to look the path up.
- Made API function parameters more `const`.
### Fixed
- Getting a plugin's masters for validity checks would always return an empty
vector.
## [4.0.1] - 2014-07-07
### Fixed
- API constants not being exposed.
## [4.0.0] - 2014-06-27
### Added
- Support for MSVC 2012.
### Changed
- Libespm parsing errors are now propagated through the API.
### Removed
- Support for Skyrim versions earlier than v1.4.16, as Steam's auto-update means
the vast majority of people will be using a newer version, and the support
was interfering with a fairly common SKSE usage pattern.
- UTF8-CPP dependency. Boost.Locale is used instead.
- zlib dependency, as libespm no longer requires it when not reading compressed
records.
### Fixed
- XP support when building with MSVC 2013.
- DLL linking errors.
## [3.0.3] - 2014-03-23
### Changed
- When setting plugin timestamps, libloadorder now recycles existing values,
adding new timestamps only when the existing timestamps are non-unique.
### Fixed
- Crash due to error message use-after-free.
- Crash due to libespm parsing failure.
- Compiler error when building with MSVC 2013.
- Unreliable load order change detection based on plugins folder timestamp,
which is no longer used.
- Potential crash due to allocation failure when storing an error string.
## [3.0.2] - 2013-09-26
### Changed
- Libespm is now used to parse plugin headers.
- More details are now supplied in some error messages.
### Fixed
- Crash when the load order file, active plugins file or their parent paths
are missing.
- Filter patches causing missing master errors.
- `lo_get_load_order()` no longer returns missing plugins.
## [3.0.1] - 2013-07-23
- First tagged release.