Skip to content

v0.2.2

Pre-release
Pre-release

Choose a tag to compare

@NarcoMarshDev NarcoMarshDev released this 24 Dec 14:18

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 long type obj = type.Cast(something.FindComponent(type)) lines
  • ESE_InventoryHelper - Helper functions for working with the inventory system
  • Tuple7, 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 actions
  • ESE_Entities.IsEntityWeapon() - Looks for WeaponComponent on given entity, returns result

Plugins

  • DiscordRP - Discord rich presence integration for the workbench, current only really works in script editor. Disabled by default
  • Generate New Workbench Plugin - Creates a new file with a basic template for a workbench plugin based on some settings
  • Read-Only File Exporter - Creates a writeable copy of a given file, basically only useful for messing with prefabs
  • ESE Configuration - Config menu for all things ESE, currently only controls the DiscordRP settings, more to come though
  • View 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 like ESE.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 use auto x = queue.Raw[3]