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2.7.1
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17 files changed

+808
-507
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Bootstrap.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ public partial class GS2
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}
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[BepInPlugin("dsp.galactic-scale.2", "Galactic Scale 2 Plug-In", "2.6.0")]
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[BepInPlugin("dsp.galactic-scale.2", "Galactic Scale 2 Plug-In", "2.7.1")]
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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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Original file line numberDiff line numberDiff line change
@@ -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>2.6.0</Version>
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<Version>2.7.1</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>9.0</LangVersion>
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<OutDir>bin/$(Configuration)</OutDir>
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<PackageReference Include="BepInEx.Core" Version="5.*" />
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<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
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<PackageReference Include="UnityEngine.Modules" Version="2018.4.12" IncludeAssets="compile" />
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<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.9.26.12891-r.0" IncludeAssets="compile" />
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<PackageReference Include="DysonSphereProgram.GameLibs" Version="0.9.26.13026-r.0" IncludeAssets="compile" />
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<PackageReference Include="DysonSphereProgram.Modding.NebulaMultiplayerModApi" Version="*" IncludeAssets="compile" />
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</ItemGroup>
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Package/README.md

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@@ -2,9 +2,11 @@
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# BACKUP YOUR SAVES. SERIOUSLY.
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5-
- Version 2.6.0 - Fixed terrain generation code that has been broken since version 2.0.0. I wouldn't upgrade if you have an existing save. Your planets may morph into their true form. This probably isn't a good thing if you have buildings on them.
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- Version 2.7.1 - Two bugfixes regarding outer planets and gas giants giving errors when viewing details
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- Version 2.7.0 - Updated for DSP 13026. May or may not work. Need feedback in discord. They changed a bunch of stuff relating to veins. BACKUP YOUR SAVES
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# BACKUP YOUR SAVES. PLEASE.
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- Version 2.6.0 - Fixed terrain generation code that has been broken since version 2.0.0. I wouldn't upgrade if you have an existing save. Your planets may morph into their true form. This probably isn't a good thing if you have buildings on them.
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- Version 2.5.15 - Add new Planet Types (IceGelisol 2/3, FrozenTundra, PandoraSwamp 1/2, Crystal Desert, Savanna)
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- Version 2.5.14 - Update for DSP 12900 (New Planets Not Yet Added, I'll be working on them today)

Scripts/Galaxy Generation/ProcessGalaxy.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -107,9 +107,9 @@ public static GalaxyData ProcessGalaxy(GameDesc desc, bool sketchOnly = false)
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// Log("Setting up Birth Planet");
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//SetupBirthPlanet();
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Log("Generating Veins");
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GenerateVeins(sketchOnly);
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Log($"Veins Generated: {highStopwatch.duration:F5}");
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// Log("Generating Veins");
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// GenerateVeins(sketchOnly);
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// Log($"Veins Generated: {highStopwatch.duration:F5}");
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highStopwatch.Begin();
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//if (GS2.CheatMode) return galaxy;
@@ -155,7 +155,7 @@ public static void GenerateVeins(bool SketchOnly)
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{
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var star = galaxy.stars[i];
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for (var j = 0; j < star.planetCount; ++j)
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PlanetModelingManager.Algorithm(star.planets[j]).GenerateVeins(SketchOnly);
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PlanetModelingManager.Algorithm(star.planets[j]).GenerateVeins();
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}
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}
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}

Scripts/Models/Libraries/VeinAlgorithmLibrary.cs

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Original file line numberDiff line numberDiff line change
@@ -2,7 +2,7 @@
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namespace GalacticScale
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{
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public delegate void GSVeinAlgorithm(GSPlanet gsPlanet, bool sketchOnly);
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public delegate void GSVeinAlgorithm(GSPlanet gsPlanet);//, bool sketchOnly);
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public class VeinAlgorithmLibrary : Dictionary<string, GSVeinAlgorithm>
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{

Scripts/Patches/PlanetFactory/FlattenTerrain.cs

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@@ -7,6 +7,29 @@ namespace GalacticScale
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{
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public static class PatchOnPlanetFactory
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlanetFactory), "InitVeinGroups", typeof(PlanetData))]
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public static bool InitVeinGroups(PlanetFactory __instance, PlanetData planet)
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{
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Mutex veinGroupsLock = planet.veinGroupsLock;
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lock (veinGroupsLock)
17+
{
18+
if (planet.veinGroups == null)
19+
{
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planet.veinGroups = new VeinGroup[1];
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}
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int num = planet.veinGroups.Length;
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int num2 = (num >= 1) ? num : 1;
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__instance.veinGroups = new VeinGroup[num2];
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Array.Copy(planet.veinGroups, __instance.veinGroups, num);
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__instance.veinGroups[0].SetNull();
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}
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return false;
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}
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// [HarmonyTranspiler]
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// [HarmonyPatch(typeof(PlanetFactory), "FlattenTerrain")]
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// public static IEnumerable<CodeInstruction> FlattenTerrainTranspiler(IEnumerable<CodeInstruction> instructions,

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