From The Depths

From The Depths

ProtecTechTools [Depreciated]
Showing 11-20 of 25 entries
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Update: Aug 12, 2017 @ 8:56am

1.3.3: Better compatibility with other mods
- [added] Lateral speed in-game variable
- [removed] A few methods 'Replacement' have been removed, so it's now more compatible with other mods using ProtecTechTools
- [fixed] A PostInit has been added to the 'BlockExtension' in order to be able to initalize it when the block is fully initialized (but just before the first call to 'StateChanged()')
- [fixed] The initialization of the 'BlockExtension' is now called when it should
- [fixed] The rare case where the outlining feature could throw an exception is fixed

1.3.2: Update to work with SpinblocksMadness
- [added] The 'VarRefSaved' type (used with the profile variables) can now reset its value to the default value
- [added] Pool for any type of class

Update: Jul 26, 2017 @ 5:34am

1.3.1: Outline feature fix
- [fixed] The outline feature works again

Update: Jul 21, 2017 @ 1:21am

1.2: Update for the stable FtD v2.0
- Nothing more, just changed the version number and a few internals things

1.2.8: Some new features for plugins dev
- [added] It is now possible to protect the methods and class using the 'ProtectAgainstModificationsAttribute' attribute
- [added] It is now possible to add members to a block, by adding the instance of a class to it
- [fixed] When near a powerful explosion, the seagulls were thrown so far that they took hours to come back, they are now teleported near the player when resurrected
- [fixed] When resurrected, the seagulls and sharks regain their initial health

1.2.7: Updated for FtD v2.0
- [added] You can now transform seagulls into sharks (you can even have a mix of them)
- [added] It is now possible to shoot the seagulls (and the sharks, but they are harder to kill...)
- [added] AutoGenerateToggles are now cached, so the call to AutoGenerateToggles<>() will take some time only once per type
- [added] It is possible to add a new object casting by using the 'ExtendedObjectCasting.AddObjectCasting(Action<GridCastReturn> TheAdditionalObjectCasting)'. Doing so will allow to create a new type of objects that can be hit by laser (not the simple ones), projectiles and particle cannon (piercing only). It will not work with explosions if you do not add a collider 'FtD-Style' (don't ask, I don't know how to set it)

Update: Jun 5, 2017 @ 11:40am

1.2.6: Compatibility with the 'SpinBlocksMadness' mod
- [added] Button to access the mods configuration in the main menu
- [fixed] Range calculation fixed for the Logic Localizers of the ProtecTech Industries mod

Update: May 30, 2017 @ 2:49am

1.2.5: Compatibility with the 'SpinBlocksMadness' mod
- [added] Only the classes that are referenced in the '.item' files are now extendable (before, all the classes inheriting from 'Block' could be extended)
- [added] There is an exception to the extendable classes: the 'Block' class itself cannot be extended. Also, it is advised not to extend a class that is inherited by another block (or you have to be careful not to extend a method of the inherited class that is used by the inheriting class)

Update: May 8, 2017 @ 8:22am

1.2.4: Compatibility with the 'SpinBlocksMadness' mod
- [added] 'SpinBlocksMadness' mod is now automatically detected and access to the 'GetParent()' and 'GetChildren()' methods is provided in 'Access' (they will be 'null' if the 'SpinBlocksMadness' mod isn't present)
- [added] Range calculation now compatible with 'SpinBlocksMadness' when present

1.2.3: Compatibility with the 'SpinBlocksMadness' mod
- [added] Auto-detection of the 'DisplayDebug' mod (used to display logs on the HUD, can work without ProtecTechTools)

Update: Apr 14, 2017 @ 11:51am

1.2.2: Bug fixes
- [fixed] The default value of the maximum battle volume is now 50k (it was 50...)

Update: Apr 14, 2017 @ 5:59am

1.2.1: Any methods modification
- [added] It is now possible to save 5 custom fleet colors
- [added] It is now possible to have an infinite number of lives for spawned vehicles
- [added] A way of displaying all GUIS (or nearly all...) in a stackable fashion using 'Block.DisplayQMenu()'
- [added] It is now possible to change the battle size volume limit
- [added] It is now possible to modify any method (provided that its body is at least 12 octets long)
- [added] It is now possible to extend the blocks (as before), but also the nodes and the feelers
- [added] GUIs related to blocks are now automatically detected, even the modded ones
- [changed] 'ExtendedBlock' is now 'ExtendedClass', and work for blocks, nodes and feelers

Update: Mar 24, 2017 @ 12:39pm

1.1: Some streamlining
- [added] The 'float GetInternalVariableValue(String VariableTag)' and 'String GetInternalVariable(String VariableTag)' Lua function will get the value of the corresponding Internal Variable (the first one as a float, the second one as text)
- [added] The Sign Post can now display the internal variables in real time
- [added] The Internal Variable now have a 'tag' that can be transofrmed into their normalized value automatically
- [added] It is now possible (and prefered) to use the 'ModdedLua' attribute instead of the 'AddModdedLuaClass()' method to add new Lua functions
- [added] Obsolete methods are now tagged as such, with a description of their replacement
- [added] It is now possible to set the state of the classes and methods modifications logs, along with the IL code emission logging (note that the last plugin to set it will win...)
- [added] Some helpers to modify an 'InteractionReturn' object easily
- [fixed] The internal variables relative to a PID are now returning the value of the last PID (the one that is providing the last command) instead of the first one

Update: Mar 19, 2017 @ 2:36am

1.1.4: Reflection optimization
- [added] Most 'Access' methods can now take the binding flags in parameters
- [added] 'MemberRef' and 'MemberRefObject' classes added in order to optimize the access to private fields and properties (do not work with structures)
- [added] 'FixedElementsToDelimiterIfThereIsOneOrEndOfArrayIfNot()' added
- [improved] IL generated code now uses fields instead of a dictionary access to call the 'Pre-Calls', 'Post-Calls', and 'Replacements' methods
- [improved] The IL generated code now use an optimized loading for the parameters for all calls
- [fixed] Rare exception with the detection internal variables fixed
- [fixed] Problem with the block save version loading fixed