Releases: NarcoMarshDev/Enforce-Script-Extensions
Releases · NarcoMarshDev/Enforce-Script-Extensions
v0.2.2
Summary
This update has many assorted things, mostly the things done while taking breaks from losing my mind trying to implement reflection in a language not made for it (still not working :c)
Additions
Classes
ESE_GetComponent<T>
- Template wrapper of longtype obj = type.Cast(something.FindComponent(type))
linesESE_InventoryHelper
- Helper functions for working with the inventory systemTuple7, 8, 9
- Larger size versions of the default Tuple classes.
Methods
ESE_Entities.CanPickUpEntity()
- Checks if entity can be picked up by player by looking for its actionsESE_Entities.IsEntityWeapon()
- Looks forWeaponComponent
on given entity, returns result
Plugins
DiscordRP
- Discord rich presence integration for the workbench, current only really works in script editor. Disabled by defaultGenerate New Workbench Plugin
- Creates a new file with a basic template for a workbench plugin based on some settingsRead-Only File Exporter
- Creates a writeable copy of a given file, basically only useful for messing with prefabsESE Configuration
- Config menu for all things ESE, currently only controls the DiscordRP settings, more to come thoughView Documentation
- Opens the ESE wiki page in your browser
Other
- Added static references to the function library classes, so
ESE
can be used as a pseudo namespace likeESE.Math.FixInt180()
Fixes & Tweaks
- Fixed
ESE_Entities.SpawnPrefabOnPlayer()
not actually spawning the prefab on the player after game update 0.9.7 - Collections now explicitly inherit from
Managed
to fix bugs with reference passing - Collections now support direct indexing, e.g
auto x = queue[3]
is now valid instead of having to useauto x = queue.Raw[3]
v0.2.1
Summary:
Mainly a tidying up update, added new ways of snapping entities to the ground and some improvements to collections
Additions:
Methods
- Added
ESE_Entities.SnapToGround()
- Added
ESE_Entities.SnapAndOrientToGround()
- Added
ESE_Queue.PrintRaw()
- Added
ESE_Stack.PrintRaw()
- Added
ESE_DynamicQueue.PrintRaw()
- Added
ESE_DynamicStack.PrintRaw()
Tweaked:
Methods
ESE_Entities.EnableCollisions()
&ESE_Entities.DisableCollisions()
now both have anapplyToChildren
parameter for also updating the collisions on all children in the hierarchy under the entity.ESE.Init()
now prints information on the currently active#define
statements enabled in the ESE config.
Files
ESE_Queue.c
,ESE_Stack.c
,ESE_DynamicQueue.c
,ESE_DynamicStack.c
all moved toscripts/Game/Collections
scripts/Game/Global
removed
v0.2.0
Summary:
Started the process of adding new data structures with queues and stacks, and some assorted new class methods.
Additions:
Classes
- Added class
ESE_Queue
- Added class
ESE_DynamicQueue
- Added class
ESE_Stack
- Added class
ESE_DynamicStack
Methods
- Added
ESE_Math.CeilToNearestMultiple()
- Added
ESE_IO.ReadSpaceDelimitedFileAsArray()
- Added
ESE_Entities.GetMaterial()
Removed:
Classes
- Removed experimental class
ESE_array
Files
- Removed
ESE_CoreTypes.c
Tweaked:
Methods
ESE_Entities.SpawnPrefab()
now takes avector[4]
transform as a position input instead of a single vector
v0.1.2
Summary:
General tidying up in a couple of places
Changes:
- Removed ESE.IsEntityAlive() and moved it to ESE_Entities.IsEntityAlive() (Better fit here)
- Removed ESE_ALIASES_MATH (Unused)
Fixes:
- Updated ESE_Config.c comments for new alias types
- Fixed various typos in comments
v0.1.1
Summary:
First public pre-release, all main functionality added.
Additions:
- Classes
- ESE
- ESE_Aliases
- ESE_Entities
- ESE_IO
- ESE_Math