RimWorld
ilyvion's Laboratory
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Pembaruan: 28 Jun @ 5:26am
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Added

  • Rimworld 1.6 support.

Pembaruan: 11 Sep 2024 @ 10:47pm
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Added

Pembaruan: 6 Sep 2024 @ 11:09pm
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Added

  • Multi-tick version of the CacheValue class for caching values that take multiple ticks to calculate.

Pembaruan: 3 Sep 2024 @ 9:14pm
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Changed

  • Multi-tick coroutines now immediately start coroutines that are added while coroutines are already being executed. This prevents an issue where a lot of calls to nested coroutines would postpone the execution of each coroutine by a tick, which unnecessarily paused coroutine execution when it wasn't necessary. If you need to pause execution immediately when a coroutine starts for some reason, you can immediately yield with e.g. ResumeImmediately.Singleton and it won't run proper until the next tick.

Pembaruan: 22 Agu 2024 @ 11:33pm
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Added

  • Provide DrawIfUIHelpers to automate functionality. Now consumers only have to provide a closure that will get called at the right time, but also won't be called when the mod isn't compiled without the DEBUG symbol, so it becomes effectively free to pepper your code with it where you need it.

Pembaruan: 22 Agu 2024 @ 3:31am
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Added

  • Improved tab/tabrecords.
  • Util type DoOnDispose.

Pembaruan: 20 Agu 2024 @ 10:34pm
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Added

  • It is now possible to cancel multi-tick coroutines in the middle of execution.

Fixed

  • Only register required version request when mismatch

Pembaruan: 19 Agu 2024 @ 11:58pm
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Changed

  • Change the version check mechanism from using a method call to using a VersionCheckDef declared in a Defs XML file. The failing assembly won't even get to load to call VersionCheck.ShowRequiresAtLeastVersionMessageFor if we need it, making it useless, and this also makes it so that mods that only need XML features can still specify a version requirement without having to add a whole assembly jus for that.

Pembaruan: 19 Agu 2024 @ 7:52pm
berdasarkan ilyvion

Added

  • PatchOperationFindModById. Does what it says. Alternative to vanilla's PatchOperationFindMod but relies on mod id rather than on mod name, which, at least in theory, is more stable/less likely to change.

Pembaruan: 18 Agu 2024 @ 9:04pm
berdasarkan ilyvion

Added

  • MultiTickCoroutineManager: a GameComponent that orchestrates the registration and execution of, as the name suggests, multi-tick coroutines, i.e. tasks that span multiple ticks. Heavily modeled (as a concept, all code original) after the Unity Coroutine type. Makes use of the fact that C# allows you to write IEnumerables using yield (return|break) keywords, allowing natural 'break points' in a task. Created mainly to alleviate per-tick strain in the Colony Manager Redux, but I can see myself making use of this in many other situations going forward where you have too much work to perform for a single tick to handle well.