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 forWeaponComponenton 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
ESEcan 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
Managedto 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 anapplyToChildrenparameter for also updating the collisions on all children in the hierarchy under the entity.ESE.Init()now prints information on the currently active#definestatements enabled in the ESE config.
Files
ESE_Queue.c,ESE_Stack.c,ESE_DynamicQueue.c,ESE_DynamicStack.call moved toscripts/Game/Collectionsscripts/Game/Globalremoved
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