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报告翻译问题
Changelog:
[*] Colony Mechs now repond to Shortcuts.
[*] Colony Ghouls now respond to Shortcuts.
[*] Draft sound now plays immediately upon using the shortcut, even when the game is paused.
HugsLib is not as bad for performance as many people say. I had to look at the code to port this mod, and it is quite well done. It's just that it hooks things in weird places, because it came from a time where the Vanilla rimworld code wasn't as friendly or convenient for modders. Currently, most if not all functions could be easily done with vanilla hooks.
And about the hotkeys, if you mean all the instances about holding alt or control, all of those are now Event.current checks.
`WorldRendererUtility.WorldSelected = true` (world is being rendered in background)
`Find.CurrentMap != null` (local map exists and is active)
But we're actually interacting with the map, not the world.
My fix was to use 'WorldRendererUtility.DrawingMap' to tell us whether we're actively interacting with a map as opposed to the world view, regardless of the background rendering state.
On line 68 of the PawnSquadHandler.cs, this is what you currently have;
if (ViewingWorldMap) {
My fix was;
if (ViewingWorldMap && !WorldRendererUtility.DrawingMap) {
Also for some performance gains; you could look into changing the Hotkeychecks to be every 3 ticks instead of every tick, possibly look into moving away from event polling and use direct unity input key state checking.
Also, I added a link to my github repo in the description, In case you want to see what I'm making. In short, I moved most things to a MapComp to have positions being saved on per map basis, and I'm in the middle of simplifying a few functions to ease any future maintenance task.
Ayy lets go! I was actually in the process of doing this myself too, but got caught up in other things. I did already have a working fix for the gravship in place for the hugslib version that I never uploaded since the OG version updated. Wanted to save it for the non-hugslib version.
If you'd like to compare, feel free! Also, I'm unsure if you fixed the issue with squad hotkeys in space that the original Defensive Positions upload has that I had fixed in my 1.6 version, but I can help you with that if it's not.
That's because I made some changes on how things are saved and... Now, if you have a defensive position inside a Gravship, the defensive position will be saved between ship jumps! (and correctly rotated with the ship).
The update will likely be out this Wednesday or Saturday. I want to test it fully before pushing it to the workshop, but I have a busy week.
@ᅚN1:86-47: For the moment, no. I haven't looked at Odyssey code yet, but if it isn't too difficult, is one of the features I'm planning to implement.
Thanks for the update!