v0.2.2
Pre-release
Pre-release
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]