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2.7.12
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11 files changed

+445
-72
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11 files changed

+445
-72
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Bootstrap.cs

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@@ -14,7 +14,7 @@ public partial class GS2
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}
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[BepInPlugin("dsp.galactic-scale.2", "Galactic Scale 2 Plug-In", "2.7.9")]
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[BepInPlugin("dsp.galactic-scale.2", "Galactic Scale 2 Plug-In", "2.7.12")]
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[BepInDependency("space.customizing.console", BepInDependency.DependencyFlags.SoftDependency)]
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[BepInDependency("dsp.nebula-multiplayer-api", BepInDependency.DependencyFlags.SoftDependency)]
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public class Bootstrap : BaseUnityPlugin

GalacticScale3.csproj

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@@ -8,7 +8,7 @@
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<PropertyGroup>
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<AssemblyName>GalacticScale</AssemblyName>
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<Description>Galaxy Customization for Dyson Sphere Program</Description>
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<Version>2.7.9</Version>
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<Version>2.7.12</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>9.0</LangVersion>
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<OutDir>bin/$(Configuration)</OutDir>

Package/README.md

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@@ -2,6 +2,9 @@
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# BACKUP YOUR SAVES. SERIOUSLY.
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- Version 2.7.12 - Additional monitoring component null reference avoidance
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- Version 2.7.11 - Fix very rare bug with monitoring component trying to use a speaker that doesn't exist in the pool. *shrug*
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- Version 2.7.10 - Hopefully fix Nebula compatibility
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- Version 2.7.9 - Fix no rares in starting system, and pregame system viewer improvements.
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- Version 2.7.8 - Fix strange mod conflict caused by debug logging
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- Version 2.7.7 - Another attempt to fix issues loading saves

Scripts/Editor/SystemDisplay.cs

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@@ -52,6 +52,7 @@ private static void OnStartClick(UIGalaxySelect instance)
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Debug.Log("Start Clicked");
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Modeler.Reset();
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inGalaxySelect = false;
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Debug.Log($"Waiting for modeler to reset...{Modeler.processing.Count}");
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Bootstrap.WaitUntil(() => Modeler.Idle, () => PatchOnUIGalaxySelect.EnterGame(ref instance.gameDesc));
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}
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Scripts/Generators/GS2Dev/Planets.cs

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@@ -28,7 +28,7 @@ private void RemoveRaresFromStartingSystem()
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case EVeinType.Fractal:
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case EVeinType.Grat:
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case EVeinType.Mag:
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GS2.Warn($"RemoveRares Removing {v.type} from {p.Name}");
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GS2.Log($"RemoveRares Removing {v.type} from {p.Name}");
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v.veins = new List<GSVein>();
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// GS2.LogJson(v);

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