diff --git a/1.3/Assemblies/0Harmony.dll b/1.3/Assemblies/0Harmony.dll
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diff --git a/1.3/Assemblies/0MultiplayerAPI.dll b/1.3/Assemblies/0MultiplayerAPI.dll
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index c2391ea..0000000
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diff --git a/1.3/Assemblies/Assembly-CSharp-firstpass.dll b/1.3/Assemblies/Assembly-CSharp-firstpass.dll
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diff --git a/1.3/Assemblies/Assembly-CSharp.dll b/1.3/Assemblies/Assembly-CSharp.dll
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index b887b3b..0000000
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diff --git a/1.3/Assemblies/HugsLib.dll b/1.3/Assemblies/HugsLib.dll
deleted file mode 100644
index df1f579..0000000
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diff --git a/1.3/Assemblies/HugsLib.xml b/1.3/Assemblies/HugsLib.xml
deleted file mode 100644
index 1cb534c..0000000
--- a/1.3/Assemblies/HugsLib.xml
+++ /dev/null
@@ -1,1506 +0,0 @@
-
-
-
- HugsLib
-
-
-
-
- Informs the player about a mod that requires a later version of HugsLib than the one running.
- Also has button to open the download link in the Steam or system browser.
-
-
-
-
- Entry point for the library.
- Instantiated by the game at the start of DoPlayLoad().
-
-
-
-
- Loads and stores textures from the HugsLib /Textures folder
-
-
-
-
- Handles the key presses for key bindings added by HugsLib
-
-
-
-
- Checks the current version of the library against the About.xml -> requiredLibraryVersion of all mods.
- Shows a popup window () if one of the loaded mods requires a
- more recent version of the library.
-
-
-
-
- Ensures that the library comes after Core in the load order and displays a warning dialog otherwise.
-
-
-
-
- Provides support for reading version information from Manifest.xml files.
- These files are used in mods by Fluffy and a a few other authors.
-
-
-
-
- Attempts to read and parse the manifest file for a mod.
-
-
- Returns null if reading or parsing fails for any reason.
-
-
-
-
- Reads and parses the manifest file for a mod.
-
-
- Returns null if the file does not exist.
-
-
-
-
- Checks for Dev mode and bypasses the Restart message box.
- Holding Shift will prevent the automatic restart.
-
-
-
-
- Provides an entry point for late controller setup during static constructor initialization.
-
-
-
-
- Forwards ticks to the controller. Will not be saved and is never spawned.
-
-
-
-
- Holds references to key binding defs used by the library.
-
-
-
-
- A base for managers that save data in xml format, to be stored in the save data folder
-
-
-
-
- This is added as a component to the GameObject on scene to forward events to the controller.
-
-
-
-
- Represents the information stored in the About/Version.xml file.
- Since we cannot update the version of the library assembly, we have to store the version externally.
-
-
-
-
- A shorter, invariable alternative to System.Version in the format of major.minor.patch
- Also known as a semantic version number.
- System.Version can be implicitly cast to this type.
- VersionShort is no longer used by HugsLib internally, and the type is retained for backwards compatibility.
-
-
-
-
- The extended update news dialog, with filtering by mod and a menu button in entry headers for dev mode actions.
-
-
-
-
- Handles the custom loading mechanics of s.
-
-
-
-
- Filters s by their mod identifier.
-
-
-
-
- Provides the options for the dev tools dropdown menu in the extended update news dialog.
-
-
-
-
- Displays a list to update feature defs with basic image and formatting support. See for proper syntax.
-
-
-
-
- Stores the highest displayed update news version for all mods that provide update news via .
- Defs are loaded from the News folder in the root mod directory.
-
-
-
-
- Shows the news dialog window when there are not yet displayed news items available.
-
- Pass true to disable filtering based on what has
- and has not been seen and open the dialog with all available news items.
- true, if there have been found news items that were not displayed before, and the dialog has been opened
-
-
-
- Hooks into the flow of the vanilla MonoBehavior.OnGUI()
- This allows to take advantage of automatic UI scaling and prevents GUI updates during a loading screen.
-
-
-
-
- Adds an entry point to draw and additional debug button on the toolbar.
- The infix is necessary to catch the WidgetRow that the stock buttons are drawn to.
-
-
-
-
- Extends the width of the immediate window the dev toolbar buttons are drawn to to accommodate an additional button
-
-
-
-
- Adds a hook for the early initialization of a Game.
-
-
-
-
- Forces a game restart after a language change.
- This is necessary to avoid creating problems for running mods caused by reloaded graphics and defs.
-
-
-
-
- Adds a hook for discarding maps.
-
-
-
-
- Replaces the "Mod Settings" button in the Options dialog with our own.
-
-
-
-
- Adds extra buttons to the Log window.
-
-
-
-
- Adds a hook to produce the WorldLoaded callback for ModBase mods.
-
-
-
-
- Adds a hook to produce the MapGenerated callback for ModBase mods.
-
-
-
-
- Adds a hook to produce the MapComponentsInitializing callback for ModBase mods.
-
-
-
-
- Adds a hook to produce the MapLoaded callback for ModBase mods.
-
-
-
-
- Restarts the game automatically, bypassing the message dialog, if changes in the mod configuration have been made and dev mode is on.
- Holding Shift will prevent the restart, while allowing the config changes to still be saved.
-
-
-
-
- Adds a hook to produce the DefsLoaded callback for ModBase mods.
-
-
-
-
- Adds an entry point during map quickstart for the quickstarter system.
- Will replace the standard scenario and map size if the quickstarter is enabled.
-
-
-
-
- Hooks into the flow of the vanilla MonoBehavior.Update()
-
-
-
-
- Hooks into the flow of the vanilla MonoBehavior.OnGUI().
- Unlike the patch, this hook also
- allows to receive OnGUI events during loading screens.
-
-
-
-
- Displays at game startup when the quickstarter is scheduled to run.
- Shows the pending operation and allows to abort or disable the quickstart.
-
-
-
-
- Allows to change settings related to the custom quickstart functionality.
- Strings are not translated, since this is a tool exclusively for modders.
-
-
-
-
- Manages the custom quickstart functionality.
- Will trigger map loading and generation when the appropriate settings are present, and draws an additional dev toolbar button.
-
-
-
-
- Wraps settings related to the Quickstart system for storage in a SettingHandle.
-
-
-
-
- Caches the result of a string translation for performance.
- Also caches the calculated size of the label that would accomodate the translated string.
-
-
-
-
- Contains data used for the creation of a .
-
-
-
-
- A name for the entry to show to the player.
-
-
-
-
- The delegate that will be called when the menu entry is clicked.
-
-
-
-
- Set to true to make a greyed-out, non-selectable menu entry.
-
-
-
-
-
-
-
-
- Shown when selecting the reset option from a mod settings dialog context menu.
- Has an option to include hidden settings in the reset.
-
-
-
-
- Helper methods for drawing elements and controls that appear in the window.
-
-
-
-
- Draws a hovering menu of 2 buttons: info and menu.
-
-
- Text for the info button tooltip. Null to disable.
- When false, the menu button is semi-transparent and non-interactable
- When true, uses menu-with-plus-badge icon for the button
- true if the menu button was clicked
- true if the menu button was clicked
-
-
-
- Draws the menu button for the hovering menu.
-
-
- When false, the button is semi-transparent and non-interactable
- When true, uses menu-with-plus-badge icon for the button
- true if the menu button was clicked
-
-
-
- Used to preserve the state of the Mod Settings window between multiple openings.
- State is not persisted between game restarts.
-
-
-
-
- Displays custom settings controls for mods that use the vanilla mod settings system.
- The dialog shows the controls for a single mod only and is opened through Dialog_ModSettings.
-
-
-
-
- Utility methods for SettingHandleConvertible data objects.
- These are useful for packing and unpacking your custom fields into a string without bothering with manual serialization.
-
-
-
-
- Deserializes an XML string into an existing object instance.
-
- The serialized values to fill the object with
- The object to receive the deserialized values
-
-
-
- Serializes an object into a compact XML string.
- Whitespace and namespace declarations are omitted.
- Make sure the object is annotated with SerializableAttribute and the fields to serialize with XmlElementAttribute.
-
- The object to serialize
-
-
-
- An options window for all configurable settings exposed by mods using the library
-
-
-
-
- Injects the "Mod Settings" button into the Options dialog.
-
-
-
-
- Base type for all custom SettingHandle types.
- Allows complex data structures to be stored in setting values by converting them to and from their string representation.
- See for an easy way to serialize complex types to XML.
-
-
-
-
- Return false to prevent this object from serializing and being written to file.
-
-
-
-
- Called when settings handles of this type load an existing value.
- Should deserialize and restore the state of the object using the provided string.
-
-
-
-
- Called when handles of this type are being saved, and only if return true.
- Should serialize the state of the object into a string so it can be restored later.
-
-
-
-
- A set of useful value constraints for use with SettingHandle
-
-
-
-
- A group of settings values added by a mod. Each mod has their own ModSettingsPack.
- Loaded values are stored until they are "claimed" by their mod by requesting a handle for a setting with the same name.
-
-
-
-
- Identifier of the mod that owns this pack
-
-
-
-
- The name of the owning mod that will display is the Mod Settings dialog
-
-
-
-
- Special display order for the mod in the Mod Settings dialog.
- Mods are generally ordered by name. Please leave this at Normal unless you have a good reason to change it.
-
-
-
-
- Additional context menu options for this entry in the mod settings dialog.
- Will be shown when the hovering menu button for this entry is clicked.
-
-
-
-
- Returns true if any handles retrieved from this pack have had their values changed.
- Resets to false after the changes are saved.
-
-
-
-
- Enumerates the handles that have been registered with this pack up to this point.
-
-
-
-
- Set to true to disable the collapsing of setting handles in the Mod Settings dialog.
-
-
-
-
- Retrieves an existing SettingHandle from the pack, or creates a new one.
- Loaded settings will only display in the Mod Settings dialog after they have been claimed using this method.
-
- The type of setting value you are creating.
- Unique identifier for the setting. Must be unique for this specific pack only.
- A display name for the setting that will show up next to it in the Mod Settings dialog. Recommended to keep this short.
- A description for the setting that will appear in a tooltip when the player hovers over the setting in the Mod Settings dialog.
- The value the setting will assume when newly created and when the player resets the setting to its default.
- An optional delegate that will be called when a new value is about to be assigned to the handle. Receives a string argument and must return a bool to indicate if the passed value is valid for the setting.
- Used only for Enum settings. Enum values are displayed in a readable format by the following method: Translate(prefix+EnumValueName)
-
-
-
- Returns a handle that was already created.
- Will return null if the handle does not exist yet.
-
- Throws an exception if the referenced handle does not match the provided type
- The name of the handle to retrieve
-
-
-
- Attempts to retrieve a setting value by name.
- If a handle for that value has already been created, returns that handle's StringValue.
- Otherwise will return the unclaimed value that was loaded from the XML file.
- Will return null if the value does not exist.
-
- The name of the setting the value of which should be retrieved
-
-
-
- Returns true, if there is a setting value that can be retrieved with PeekValue.
- This includes already created handles and unclaimed values.
-
- The name of the setting to check
-
-
-
- Deletes a setting loaded from the xml file before it is claimed using GetHandle.
- Useful for cleaning up settings that are no longer in use.
-
- The identifier of the setting (handle identifier)
-
-
-
- Prompts the to save changes if any or the registered
- s have handles with unsaved changes
-
-
-
-
- A central place for mods to store persistent settings. Individual settings are grouped by mod using ModSettingsPack
-
-
-
-
- Fires when is called and changes are about to be saved.
- Use and to identify changed packs,
- and with to identify changed handles.
-
-
-
-
- Fires when is called and the settings file has just been written to disk.
-
-
-
-
- Enumerates the s that have been registered up to this point.
-
-
-
-
- Returns true when there are handles with values that have changed since the last time settings were saved.
-
-
-
-
- Retrieves the for a given mod identifier.
-
- The unique identifier of the mod that owns the pack
- If not null, assigns the property of the pack.
- This will be displayed in the Mod Settings dialog as a header.
-
-
-
- Saves all settings to disk and notifies all ModBase mods by calling SettingsChanged()
-
-
-
-
- Removes a settings pack for a mod if it exists. Use SaveChanges to apply the change afterward.
-
- The identifier of the mod owning the pack
-
-
-
- An individual persistent setting owned by a mod.
- The extra layer of inheritance allows for type abstraction and storing SettingHandles in lists.
-
-
-
-
- Unique identifier of the setting.
-
-
-
-
- Name displayed in the settings menu.
-
-
-
-
- Displayed as a tooltip in the settings menu.
-
-
-
-
- Should return true if the passed value is valid for this setting. Optional.
-
-
-
-
- The string identifier prefix used to display enum values in the settings menu (e.g. "prefix_" for "prefix_EnumValue")
-
-
-
-
- Return true to make this setting visible in the menu. Optional.
- An invisible setting can still be reset to default using the Reset All button.
-
-
-
-
- Draw a custom control for the settings menu entry. Entry name is already drawn when this is called.
- Optional. Return value indicates if the handle value was changed during the drawer call.
-
-
-
-
- Fully override the drawing of the settings menu entry for this handle.
- This replaces both the title and the control half of the entry.
- Optional. Return value indicates if the handle value was changed during the drawer call.
-
-
- The following built-in handle drawing features are also disabled when this property is assigned:
- hovering info/menu buttons ().
-
-
-
-
- When true, setting will never appear. For serialized data.
- No longer affects value resetting, see
-
-
-
-
- When true (true by default), the setting can be reset to its default value by the player.
- If the handle is visible, this can be done through the right-click menu, or using the "Reset all" button.
- Disabling this is generally not recommended, except for specific use cases (for example, content unlocked by the player).
-
-
-
-
- When true, will not save this setting to the xml file. Useful in conjunction with CustomDrawer for placing buttons in the settings menu.
-
-
-
-
- Specifies by how much the + and - buttons should change a numeric setting.
-
-
-
-
- When CustomDrawer is used, specifies the height of the row for the handle. Leave at 0 for default height.
-
-
-
-
- Affects the order in which handles appear in the settings menu. Lower comes first, default is 0.
-
-
-
-
- Returns true if the of this handle has been modified
- after the creation of the handle or the last time its value was saved.
- Automatically resets to false when saves changes.
- Can be manually toggled when e.g. replacing null with an instance in a handle.
-
-
-
-
- Additional context menu options for the entry of this handle in the mod settings dialog.
- Will be shown when the hovering menu button for this entry is clicked.
-
-
- The "Reset to default" option is always present, but will be disabled if is false.
-
-
-
-
- Marks the handle as modified and forces all settings to be saved.
- This is necessary for values, as changes in reference types cannot be automatically detected.
-
-
-
-
- Dispatched after the Value of the handle changes.
-
-
-
-
- Implicitly cast handles to the Value they carry.
-
-
-
-
- Called when the Value of the handle changes. Optional.
-
-
-
-
- The actual value of the setting.
- This is converted to its string representation when settings are saved.
- Assigning a new value will trigger the OnValueChanged delegate.
-
-
-
-
- The value the setting assumes when initially created or reset.
-
-
-
-
- Retrieves the string representation of the setting or assigns a new setting value using a string.
- Will trigger the Validator delegate if assigned and change the Value property if the validation passes.
-
-
-
-
- Returns the type of the handle Value property.
-
-
-
-
- Assigns the default value to the Value property.
- Ignores the property.
-
-
-
-
- Returns true if the handle is set to its default value.
-
-
-
-
-
- Keeps track of mod packageIds that ever were loaded together with HugsLib
- by the player and the first/last time they were seen.
-
-
-
-
- Sets the "first time seen" status of a packageId until the game is restarted.
-
- Throws on null packageId
-
-
-
- Returns true if the provided packageId was recorded for the first time during the current run.
-
- Throws on null packageId
-
-
-
- Returns true if the provided mod packageId was at any time seen running together with HugsLib.
-
- Throws on null packageId
-
-
-
- Used by to track mod packageIds loaded from the XML file.
-
-
-
-
- Used to indicate that a type should be instantiated at the earliest moment possible.
- Specifically, when classes are instantiated (see .DoPlayLoad()).
- If is true, Harmony patching will also happen at that time.
-
-
-
-
- The front-end for LogPublisher.
- Shows the status of the upload operation, provides controls and shows the produced URL.
-
-
-
-
- Collects the game logs and loaded mods and posts the information on GitHub as a gist.
-
-
-
-
- Allows adding custom buttons to the EditWindow_Log window.
-
-
-
-
- Alignment side for custom widgets.
-
-
-
-
- Callback to draw log window widgets in.
-
- The log window being dawn.
- Window area for custom widgets.
- The currently selected log message, or null.
- Draw your widget using this to automatically align it with the others.
-
-
-
- Adds a new drawing callback to the log window widget drawer.
-
- The delegate called each OnGUI to draw the widget.
- The side of the WidgetRow this widget should be drawn into.
-
-
-
- Commands start a new process on the target machine using platform specific commands and args to pass to the shell.
- Refer to the Microsoft documentation for dotNet 3.5 for more info on a process.
- https://msdn.microsoft.com/en-us/library/system.diagnostics.process(v=vs.90).aspx
-
-
-
-
- A command to open a directory in the systems default file explorer.
- Since Unity's OpenUrl() is broken on OS X, we can use a shell to do it correctly.
-
-
-
-
- A Command to open the log file in the systems default text editor.
-
-
-
-
- A Command to cleanly restart RimWorld on the target machine.
-
-
-
-
- The hub of the library. Instantiates classes that extend ModBase and forwards some of the more useful events to them.
- The assembly version of the library should reflect the current major Rimworld version, i.e.: 0.18.0.0 for B18.
- This gives us the ability to release updates to the library without breaking compatibility with the mods that implement it.
- See Core.HugsLibMod for the entry point.
-
-
-
-
- The base class for all mods using HugsLib library. All classes extending ModBase will be instantiated
- automatically by at game initialization.
- Can be annotated with to initialize the mod at
- initialization time and have be called.
-
-
-
-
- This can be used to log messages specific to your mod.
- It will prefix everything with your ModIdentifier.
-
-
-
-
- The ModSettingsPack specific to your mod.
- Use this to create settings handles that represent the values of saved settings.
-
-
-
-
- Override this and return false to prevent a Harmony instance from being automatically created and scanning your assembly for patches.
-
-
-
-
- The reference to Harmony instance that applied the patches in your assembly.
-
-
-
-
- A unique identifier used both as and .
- Override them separately if different identifiers are needed or no should be assigned to .
- Must start with a letter and contain any of [A-z, 0-9, -, _, :] (identifier must be valid as an XML tag name).
-
-
- This is no longer used to identify mods since 7.0 (Rimworld 1.1). Use ModBase.ModContentPack.PackageId to that end instead.
-
-
-
-
- A unique identifier to use as a key when settings are stored for this mod by .
- Must start with a letter and contain any of [A-z, 0-9, -, _, :] (identifier must be valid as an XML tag name).
- By default uses the PackageId of the implementing mod.
- Returning null will prevent the property from being assigned.
-
-
-
-
- A readable identifier for the mod, used as a prefix by and in various error messages.
- Appear as "[LogIdentifier] message" when using .
- By default uses the non-lowercase PackageId of the implementing mod or the type name if that is not set.
-
-
-
-
- The null-checked version of .
- Returns the type name if is null.
-
-
-
-
- The content pack for the mod containing the assembly this class belongs to
-
-
-
-
- Can be false if the mod was enabled at game start and then disabled in the mods menu.
- Always true, unless the of the declaring mod can't be
- identified for some unexpected reason.
-
-
-
-
- Contains the AssemblyVersion and AssemblyFileVersion of the mod. Used by .
-
-
-
-
- Return the override version from the Version.xml file if specified,
- or the higher one between AssemblyVersion and AssemblyFileVersion
-
-
-
-
- Called during HugsLib instantiation, accounting for mod load order.
- Load order among mods implementing is respected.
- and only if the implementing class is annotated with .
-
-
-
-
- Called when HugsLib receives the call.
- Load order among mods implementing is respected.
- Called after the static constructors for non-HugsLib mods have executed. Is not called again on def reload
-
-
-
-
- An alias for , both or either can be used,
- although makes for clearer code by indicating when the method is called.
-
-
-
-
- Called on each tick when in Play scene
-
- The sequential number of the tick being processed
-
-
-
- Called each frame
-
-
-
-
- Called each unity physics update
-
-
-
-
- Called on each unity gui event, after UIRoot.UIRootOnGUI.
- Respects UI scaling and screen fading. Will not be called during loading screens.
- This is a good place to listen for hotkey events.
-
-
-
-
- Called when GameState.Playing has been entered and the world is fully loaded in the Play scene.
- Will not be called during world generation and landing site selection.
-
-
-
-
- Called right after Map.ConstructComponents() (before MapLoaded)
-
- The map being initialized
-
-
-
- Called right after a new map has been generated.
- This is the equivalent of MapComponent.MapGenerated().
-
- The new map that has just finished generating
-
-
-
- Called when the map was fully loaded
-
- The map that has finished loading
-
-
-
- Called after a map has been abandoned or otherwise made inaccessible.
- Works on player bases, encounter maps, destroyed faction bases, etc.
-
- The map that has been discarded
-
-
-
- Called after each scene change
-
- The scene that has been loaded
-
-
-
- Called after settings menu changes have been confirmed.
- This is called for all mods, regardless if their own settings have been modified, or not.
-
-
-
-
- Called after StaticInitialize and when defs have been reloaded. This is a good place to inject defs.
- Get your settings handles here, so that the labels will properly update on language change.
- If the mod is disabled after being loaded, this method will STILL execute. Use ModIsActive to check.
-
-
- There is no scenario in which defs are reloaded without the game restarting, save for a mod manually initiating a reload.
- When def reloading is not an issue, anything done by this method can be safely done in StaticInitialize.
-
-
-
-
- Called before the game process shuts down.
- "Quit to OS", clicking the "X" button on the window, and pressing Alt+F4 all execute this event.
- There are still ways to forcibly terminate the game process, so this callback is not 100% reliable.
-
-
- Modified s are automatically saved after this call.
-
-
-
-
- Describes a single update news item.
- Recommended to be placed in the /News folder in the root directory of the mod.
- Can be loaded from the /Defs folder, but any placed
- in the /News folder will unload all s loaded from /Defs.
-
-
-
-
- An optional unique identifier to reference the mod that adds this news item.
- If not set, the PackageId of the mod will be used.
- Must start with a letter and contain any of [A-z, 0-9, -, _, :]
-
-
- Used to preserve compatibility with pre-RW1.1 HugsLib news data, such as already displayed news items and ignored news providers.
- Previously used to reference a BodBase.ModIdentifier which had to be loaded for the defining news def to be displayed.
-
-
-
-
- Displayed in the title of the news item
-
-
-
-
- Optional complete replacement for the news item title
-
-
-
-
- The version number associated with the news item. Format: major.minor.patch
- Used to sort news items and determine which items have not been displayed yet.
-
-
- For example, after an item with version 3.2.1 has been displayed, adding an item with version 3.2.0 will not cause the
- New Mod Features dialog to automatically open. However, both items will still appear the next time the dialog is opened.
- The version of the mod adding the news item is no longer required to be equal or higher for a news item to be displayed.
-
-
-
-
- The text of the news item. Can contain text and images, supports Unity html markup (only recommended for highlighting).
- The text can contain the following formatting markers:
- | -> (pipe) splits the content into segments. A segment can be a paragraph or image sequence
- img:name1,name2 -> Displays a horizontal image sequence. Image names are file names without the extension.
- caption:text -> Attaches a text paragraph on the right side of the preceding image
- Everything else is treated as plain text and creates a paragraph.
-
- Paragraph1|Paragraph2|img:singleImage|caption:caption\ntext|img:sequence1,sequence2|More text
-
-
-
- When set to true (true by default), leading and trailing whitespace characters (spaces, tabs, newlines)
- are removed from content captions and paragraphs.
- This makes it easier lay out your content and not have to cram everything into one line.
-
-
-
-
- Optional link to a forum post/info page for this update, or the whole mod. Displayed in the news item title.
-
-
-
-
- Specifies which players of the mod the news item should be only shown to- new players, returning players, or both.
- Defaults to .
-
-
-
-
- Returns the Id of the owning mod.
- is used if defined, and ModContentPack.PackageId otherwise.
-
-
-
-
- Provides a convenient way to read, compare and print out the assembly version and file version of assemblies.
-
-
-
-
- Tries to read the file assembly version in addition to the already known assembly version.
-
- The assembly to read
- The full path to the assembly file, if is not set
- An with only AssemblyVersion set if an exception was encountered
-
-
-
- Reads assembly version information for a mod assembly.
- Mod assemblies require special treatment, since they are loaded from byte arrays and their is null.
-
- The assembly to read
- The content pack the assembly was loaded from
- See
-
-
-
- A way to schedule single-use callbacks for an upcoming event.
- Useful to break the stack and ensure code is run in the main thread.
- Access via HugsLibController.Instance.DoLater
-
-
-
-
- Schedule a callback to be executed at the start of the next tick
-
-
-
-
- Schedule a callback to be executed at the start of the next frame
-
-
-
-
- Schedule a callback to be executed at the start of the next OnGUI
-
-
-
-
- Schedule a callback to be executed the next time a map has finished loading
-
- The callback receives the map that has finished loading
-
-
-
- A performance-friendly way to execute code at arbitrary tick intervals.
- Optimized for one-off timed callbacks with variable callback delay.
- Use DistributedTickScheduler instead if you have many recipients with recurring callbacks and constant time.
- Callbacks are called at tick time, which means a game must be loaded and running for them to be processed.
-
-
-
-
- Registers a delegate to be called in a given number of ticks.
-
- The delegate to be called
- The delay in ticks before the delegate is called
- Optional owner of the delegate. Callback will not fire if the Thing is not spawned at call time.
- If true, the callback will be rescheduled after each call until manually unscheduled
-
-
-
- Manually remove a callback to abort a delay or clear a recurring callback.
- Silently fails if the callback is not found.
-
- The scheduled callback
-
-
-
- Only for debug purposes
-
-
-
-
- A classic A15-style confirm dialog with Esc and Enter key support.
-
-
-
-
- A compact message dialog with a title and a custom close button label.
-
-
-
- A title to display in the dialog
- A message to display in the dialog
- A custom label to the close button. Optional- when null, the default label will be used instead.
- A callback to call when the dialog is closed
-
-
-
- A ticking scheduler for things that require a tick only every so often.
- Distributes tick calls uniformly over multiple frames to reduce the workload.
- Optimized for many tick recipients with the same tick interval.
-
-
-
-
- Registers a delegate to be called every tickInterval ticks.
-
- The delegate that will be called
- The interval between the calls (for example 30 to have the delegate be called 2 times a second)
- The Thing the delegate is attached to. The callback will be automatically unregistered if the owner is found to be despawned at call time.
-
-
-
- Manually removes a delegate to prevent further calls.
-
- Throws if the provided owner is not registered. Use IsRegistered() to check.
- The Thing the delegate was registered with
-
-
-
- Returns true if the passed Thing is registered as the owner of a delegate.
-
-
-
-
-
-
- Returns all registered tick recipients
-
-
-
-
-
- Returns the number of calls issued across all intervals during the last tick
-
-
-
-
- Returns the number of active tickers (intervals)
-
-
-
-
- Tools for working with the Harmony library.
-
-
-
-
- Produces a human-readable list of all methods patched by all Harmony instances and their respective patches.
-
-
-
-
- Produces a human-readable list of all methods patched by a single Harmony instance and their respective patches.
-
- A Harmony instance that can be queried for patch information.
-
-
-
- Produces a human-readable list of Harmony patches on a given set of methods.
-
-
-
-
- Produces a human-readable list of all Harmony versions present and their respective owners.
-
- A Harmony instance that can be queried for version information.
-
-
-
-
- Logs an error if any issues with Harmony patches are detected
-
-
-
-
- A catch-all place for extension methods and other useful stuff
-
-
-
-
- Returns true if the left or right Shift keys are currently pressed.
-
-
-
-
- Returns true if the left or right Alt keys are currently pressed.
-
-
-
-
- Returns true if the left or right Control keys are currently pressed.
- Mac command keys are supported, as well.
-
-
-
-
- Returns an enumerable as a comma-separated string.
-
- A list of elements to string together
-
-
-
- Returns an enumerable as a string, joined by a separator string. By default null values appear as an empty string.
-
- A list of elements to string together
- A string to inset between elements
- If true, null elements will appear as "[null]"
-
-
-
- Returns a version as major.minor.patch formatted string.
-
-
-
-
- Checks if a Thing has a designation of a given def.
-
-
- The designation def to check for
-
-
-
- Adds or removes a designation of a given def on a Thing. Fails silently if designation is already in the desired state.
-
- The thing to designate
- The DesignationDef to apply or remove
- True to add the designation, false to remove
-
-
-
- Checks if a cell has a designation of a given def
-
- The map position to check
- The DesignationDef to detect
- The map to look on. When null, defaults to VisibleMap.
-
-
-
- Adds or removes a designation of a given def on a cell. Fails silently if designation is already in the desired state.
-
- The position to designate
- The DesignationDef to apply or remove
- True to add the designation, false to remove
- The map to operate on. When null, defaults to VisibleMap.
-
-
-
- Returns true, if a MethodInfo matches the provided signature.
-
- Note: instance methods always take their parent type as the first parameter.
- The method to check
- Expected return type of the checked method
- Expected parameter types of the checked method
-
-
-
- Returns an attribute from a member, if it exists.
- Mods could include attributes from libraries that are not loaded, which would throw an exception, so error checking is included.
-
- The type of the attribute to fetch
- The member to fetch the attribute from
-
-
-
- Enumerates all loaded assemblies, including stock and enabled mods.
-
-
-
-
- Returns true if the mod with a matching name is currently loaded in the mod configuration.
-
- The ModMetaData.Name to match
-
-
-
- Copies a string to the system copy buffer and displays a confirmation message.
-
-
-
-
- Expands a shorthand unix user directory path with its full system path.
-
-
-
-
- Adds double quotes to the start and end of a string.
-
-
-
-
- Attempts to return the path of the log file Unity is writing to.
-
-
-
-
-
- Sends a constructed UnityWebRequest, waits for the result, and returns the data via callbacks.
-
- Use UnityWebRequest or WWW to construct a request. Do not call Send().
- Called with the response body if server replied with status 200.
- Called with the error message in case of a network error or if server replied with status other than 200.
- The expected status code in the response for the request to be considered successful
- How long to wait before aborting the request
-
-
-
- Tries to find the file handle for a given mod assembly name.
-
- This is a replacement for mod assemblies are loaded from byte arrays.
- The of the assembly
- The content pack the assembly was presumably loaded from
- Returns null if the file is not found
-
-
-
- Same as but suppresses all exceptions.
-
-
-
-
- Opens the HugsLib Mod Settings dialog and restores its last known state (expanded entries, scroll position).
-
-
-
-
- Adds a hash to a manually instantiated def to avoid def collisions.
-
-
-
-
- Give a short hash to a def created at runtime.
- Short hashes are used for proper saving of defs in compressed maps within a save file.
-
-
- The type of defs your def will be saved with. For example, use typeof(ThingDef) if your def extends ThingDef.
-
-
-
- Injects a map component into the current map if it does not already exist.
- Required for new MapComponents that were not active at map creation.
- The injection is performed at ExecuteWhenFinished to allow calling this method in MapComponent constructors.
-
- The MapComponent that is expected to be present is the map's component list
-
-
-
- Gets the map component of the given type from a map.
- Will throw an exception if a component of the requested type is not found.
-
- The type of your MapComponent
- The map to get the component from
-
-
-
- A logger that prefixes all messages with the identifier of the issuing mod.
-
-
-
-
- Writes a message to the log, prefixing it with the issuing mod identifier.
-
- The message to write
- Optional substitution values for the message
-
-
-
- Same as Message(), but the console will display the message as a warning.
-
-
-
-
- Same as Message(), but the console will display the message as an error.
- This will open the Log window in in Dev mode.
-
-
-
-
- Writes a message only if Dev mode is enabled.
- Message is written using Tracer.Trace with the addition of the ModIdentifier as the first value.
-
- The strings to display
-
-
-
- Same as Trace(), but formats the message and replaces substitution variables.
-
-
-
-
- Writes an error to the log to report an exception.
- The message will contain the name of the method that caused the exception if a location is not provided.
-
- The exception that occurred
- Optional identifier of the mod that caused the exception
- True, if the exception should only be reported once for that specific location. Useful for errors that will trigger each frame or tick.
- Optional name of the location where the exception occurred. Will display as "exception during (location)"
-
-
-
- A tool to identify the platform the game is running on.
-
-
-
-
- Utility methods for displaying debug messages during development.
-
-
-
-
- Writes comma-separated log messages if the game is in Dev mode.
- Any non-strings will be converted to strings, and null values will appear explicitly.
-
- Messages to output
-
-
-
- Similar to Trace, but feeds the messages through String.Format first.
-
- The string to interpolate
- Interpolation arguments
-
-
-
- Base type for utility WorldObjects repurposed to store data. See UtilityWorldObjectManager for more info.
-
-
-
-
- Handles utility WorldObjects of custom types.
- Utility WorldObjects are a map-independent storage method for custom data.
- All UWOs share the same def and aren't visible on the world, but are saved and loaded with it.
-
-
-
-
- Returns an existing UWO or creates a new one, adding it to the world.
-
- Your custom type that extends UtilityWorldObject
-
-
-
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diff --git a/1.3/Assemblies/UnityEngine.UnityWebRequestAssetBundleModule.dll b/1.3/Assemblies/UnityEngine.UnityWebRequestAssetBundleModule.dll
deleted file mode 100644
index 0024d85..0000000
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diff --git a/1.3/Assemblies/UnityEngine.UnityWebRequestAudioModule.dll b/1.3/Assemblies/UnityEngine.UnityWebRequestAudioModule.dll
deleted file mode 100644
index d4f9220..0000000
Binary files a/1.3/Assemblies/UnityEngine.UnityWebRequestAudioModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.UnityWebRequestModule.dll b/1.3/Assemblies/UnityEngine.UnityWebRequestModule.dll
deleted file mode 100644
index 75d2ec3..0000000
Binary files a/1.3/Assemblies/UnityEngine.UnityWebRequestModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.UnityWebRequestTextureModule.dll b/1.3/Assemblies/UnityEngine.UnityWebRequestTextureModule.dll
deleted file mode 100644
index d8b643a..0000000
Binary files a/1.3/Assemblies/UnityEngine.UnityWebRequestTextureModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.UnityWebRequestWWWModule.dll b/1.3/Assemblies/UnityEngine.UnityWebRequestWWWModule.dll
deleted file mode 100644
index b8b8314..0000000
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diff --git a/1.3/Assemblies/UnityEngine.VFXModule.dll b/1.3/Assemblies/UnityEngine.VFXModule.dll
deleted file mode 100644
index 0895120..0000000
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diff --git a/1.3/Assemblies/UnityEngine.VRModule.dll b/1.3/Assemblies/UnityEngine.VRModule.dll
deleted file mode 100644
index ea9d6fe..0000000
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diff --git a/1.3/Assemblies/UnityEngine.VehiclesModule.dll b/1.3/Assemblies/UnityEngine.VehiclesModule.dll
deleted file mode 100644
index f7c1085..0000000
Binary files a/1.3/Assemblies/UnityEngine.VehiclesModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.VideoModule.dll b/1.3/Assemblies/UnityEngine.VideoModule.dll
deleted file mode 100644
index 92c9898..0000000
Binary files a/1.3/Assemblies/UnityEngine.VideoModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.WindModule.dll b/1.3/Assemblies/UnityEngine.WindModule.dll
deleted file mode 100644
index 8ac2232..0000000
Binary files a/1.3/Assemblies/UnityEngine.WindModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.XRModule.dll b/1.3/Assemblies/UnityEngine.XRModule.dll
deleted file mode 100644
index a58bf6a..0000000
Binary files a/1.3/Assemblies/UnityEngine.XRModule.dll and /dev/null differ
diff --git a/1.3/Assemblies/UnityEngine.dll b/1.3/Assemblies/UnityEngine.dll
deleted file mode 100644
index 6f1c131..0000000
Binary files a/1.3/Assemblies/UnityEngine.dll and /dev/null differ
diff --git a/C0ffee's RJW Ideology Addons.csproj b/C0ffee's RJW Ideology Addons.csproj
index b3a7465..f91ed42 100644
--- a/C0ffee's RJW Ideology Addons.csproj
+++ b/C0ffee's RJW Ideology Addons.csproj
@@ -34,15 +34,19 @@
..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll
+ False
..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll
+ False
..\..\..\..\workshop\content\294100\818773962\v1.3\Assemblies\HugsLib.dll
+ False
..\rjw\1.3\Assemblies\RJW.dll
+ False
@@ -54,9 +58,11 @@
..\..\RimWorldWin64_Data\Managed\UnityEngine.dll
+ False
..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll
+ False