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Ah well, at least it was during summer-sale.
Kudos to you guys!!!
I see that the art assets (except for the music) are also included. Even in those extremely rare occasions when a game code is open sourced, assets are usually not -- so double kudos for releasing a complete package!
Eh, I'll hand it over anyway. :D
(Now if only Visual Studio would finish loading... I have debugging to do! And science! And all of the awesome things!)
This is a great!!!!
Using the OS client executable allows you (or anyone else with the right tools) to analyze the memory dumps generated when the game crashes. This can be pretty useful when working with an unstable mod (or it can throw incomprehensible gibberish at the would-be analyst; I've seen one of those already), and I would advise migrating to the OS client for that reason.
However, this does work as a bit of a downgrade from the Steam client. The most noticeable of these is that you cannot upload mods to the Steam Workshop, and you cannot easily access mods downloaded from the Workshop. For reasons I am only vaguely familiar with, we cannot compile a client that would be capable of uploading to the Workshop.
That being said, for most Steam users, simply being able to use mods should be enough... most of the time, anyways. I've made a quick change on my fork of the repository which should let the game detect Workshop mods the way it used to: https://github.com/DaloLorn/StarRuler2-Source/commit/e96836d55b595ee612589029499aa6c68c7b8fb4
(By 'should', I mean "I have tested it for myself, but am unable to simulate some of the possible scenarios where it could fail to detect anything." :P)