diff --git a/1.3/Assemblies/0Harmony.dll b/1.3/Assemblies/0Harmony.dll deleted file mode 100644 index 3a1b6d4..0000000 Binary files a/1.3/Assemblies/0Harmony.dll and /dev/null differ diff --git a/1.3/Assemblies/0MultiplayerAPI.dll b/1.3/Assemblies/0MultiplayerAPI.dll deleted file mode 100644 index c2391ea..0000000 Binary files a/1.3/Assemblies/0MultiplayerAPI.dll and /dev/null differ diff --git a/1.3/Assemblies/Assembly-CSharp-firstpass.dll b/1.3/Assemblies/Assembly-CSharp-firstpass.dll deleted file mode 100644 index 75bdd46..0000000 Binary files a/1.3/Assemblies/Assembly-CSharp-firstpass.dll and /dev/null differ diff --git a/1.3/Assemblies/Assembly-CSharp.dll b/1.3/Assemblies/Assembly-CSharp.dll deleted file mode 100644 index b887b3b..0000000 Binary files a/1.3/Assemblies/Assembly-CSharp.dll and /dev/null differ diff --git a/1.3/Assemblies/HugsLib.dll b/1.3/Assemblies/HugsLib.dll deleted file mode 100644 index df1f579..0000000 Binary files a/1.3/Assemblies/HugsLib.dll and /dev/null differ 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. 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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