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 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]