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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 06:13:36 +08:00

new version of UXAssist, CheatEnabler and CompressSave, which fix #17 and #20

This commit is contained in:
2023-12-18 19:43:58 +08:00
parent a9af732237
commit c7972fd736
14 changed files with 259 additions and 168 deletions

View File

@@ -5,7 +5,7 @@
<TargetFramework>net472</TargetFramework> <TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.cheatenabler</BepInExPluginGuid> <BepInExPluginGuid>org.soardev.cheatenabler</BepInExPluginGuid>
<Description>DSP MOD - CheatEnabler</Description> <Description>DSP MOD - CheatEnabler</Description>
<Version>2.3.7</Version> <Version>2.3.8</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<PackageId>CheatEnabler</PackageId> <PackageId>CheatEnabler</PackageId>

View File

@@ -79,7 +79,7 @@ public static class FactoryPatch
{ {
var imm = ImmediateEnabled.Value; var imm = ImmediateEnabled.Value;
var architect = ArchitectModeEnabled.Value; var architect = ArchitectModeEnabled.Value;
if (!imm && !architect) return; if ((!imm && !architect) || GameMain.gameScenario == null) return;
var prebuilds = factory.prebuildPool; var prebuilds = factory.prebuildPool;
if (imm) factory.BeginFlattenTerrain(); if (imm) factory.BeginFlattenTerrain();
for (var i = factory.prebuildCursor - 1; i > 0; i--) for (var i = factory.prebuildCursor - 1; i > 0; i--)

View File

@@ -4,6 +4,9 @@
#### 添加一些作弊功能,同时屏蔽异常检测 #### 添加一些作弊功能,同时屏蔽异常检测
## Changlog ## Changlog
* 2.3.8
+ Fix a crash on starting new games while `Finish build immediately` is enabled.
+ Fix UI button width.
* 2.3.7 * 2.3.7
+ Support game version 0.10.28.20759 + Support game version 0.10.28.20759
+ Fix belt signal that items' generation speed is not fit to number set sometimes. + Fix belt signal that items' generation speed is not fit to number set sometimes.
@@ -115,6 +118,9 @@
* [Multifunction_mod](https://github.com/blacksnipebiu/Multifunction_mod): Some cheat functions * [Multifunction_mod](https://github.com/blacksnipebiu/Multifunction_mod): Some cheat functions
## 更新日志 ## 更新日志
* 2.3.8
+ 修复了启用`建造秒完成`时开新游戏可能导致崩溃的问题
+ 修复了UI按钮宽度
* 2.3.7 * 2.3.7
+ 支持游戏版本0.10.28.20759 + 支持游戏版本0.10.28.20759
+ 修复了传送带信号有时候物品生成速度和设置不匹配的问题 + 修复了传送带信号有时候物品生成速度和设置不匹配的问题

View File

@@ -136,11 +136,11 @@ public static class UIConfigWindow
MyCheckBox.CreateCheckBox(x, y, tab3, PlanetPatch.TerraformAnywayEnabled, "Terraform without enough sands"); MyCheckBox.CreateCheckBox(x, y, tab3, PlanetPatch.TerraformAnywayEnabled, "Terraform without enough sands");
x = 400f; x = 400f;
y = 10f; y = 10f;
wnd.AddButton(x, y, tab3, "矿物掩埋标题", 16, "button-bury-all", () => { PlanetFunctions.BuryAllVeins(true); }); wnd.AddButton(x, y, 200f, tab3, "矿物掩埋标题", 16, "button-bury-all", () => { PlanetFunctions.BuryAllVeins(true); });
y += 36f; y += 36f;
wnd.AddButton(x, y, tab3, "矿物还原标题", 16, "button-bury-restore-all", () => { PlanetFunctions.BuryAllVeins(false); }); wnd.AddButton(x, y, 200f, tab3, "矿物还原标题", 16, "button-bury-restore-all", () => { PlanetFunctions.BuryAllVeins(false); });
y += 36f; y += 36f;
wnd.AddButton(x, y, tab3, "铺满地基提示", 16, "button-reform-all", () => wnd.AddButton(x, y, 200f, tab3, "铺满地基提示", 16, "button-reform-all", () =>
{ {
var player = GameMain.mainPlayer; var player = GameMain.mainPlayer;
if (player == null) return; if (player == null) return;
@@ -150,7 +150,7 @@ public static class UIConfigWindow
GameMain.localPlanet.factory.PlanetReformAll(reformTool.brushType, reformTool.brushColor, reformTool.buryVeins); GameMain.localPlanet.factory.PlanetReformAll(reformTool.brushType, reformTool.brushColor, reformTool.buryVeins);
}); });
y += 36f; y += 36f;
wnd.AddButton(x, y, tab3, "还原地形提示", 16, "button-reform-revert-all", () => wnd.AddButton(x, y, 200f, tab3, "还原地形提示", 16, "button-reform-revert-all", () =>
{ {
var factory = GameMain.localPlanet?.factory; var factory = GameMain.localPlanet?.factory;
if (factory == null) return; if (factory == null) return;

View File

@@ -1,6 +1,6 @@
{ {
"name": "CheatEnabler", "name": "CheatEnabler",
"version_number": "2.3.7", "version_number": "2.3.8",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CheatEnabler", "website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CheatEnabler",
"description": "Add various cheat functions while disabling abnormal determinants / 添加一些作弊功能,同时屏蔽异常检测", "description": "Add various cheat functions while disabling abnormal determinants / 添加一些作弊功能,同时屏蔽异常检测",
"dependencies": [ "dependencies": [

View File

@@ -5,7 +5,7 @@
<AssemblyName>CompressSave</AssemblyName> <AssemblyName>CompressSave</AssemblyName>
<BepInExPluginGuid>org.soardev.compresssave</BepInExPluginGuid> <BepInExPluginGuid>org.soardev.compresssave</BepInExPluginGuid>
<Description>DSP MOD - CompressSave</Description> <Description>DSP MOD - CompressSave</Description>
<Version>1.3.4</Version> <Version>1.3.5</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<TargetFramework>net472</TargetFramework> <TargetFramework>net472</TargetFramework>

View File

@@ -1,15 +1,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using HarmonyLib; using HarmonyLib;
namespace CompressSave;
public static class I18N public static class I18N
{ {
private static bool _initialized; private static bool _initialized;
private static bool _dirty;
public static Action OnInitialized;
public static void Init() public static void Init()
{ {
@@ -17,88 +13,116 @@ public static class I18N
} }
public static bool Initialized() => _initialized; public static bool Initialized() => _initialized;
private struct Translation private static readonly List<Tuple<string, string, int>> Keys = [];
{ private static readonly Dictionary<int, List<string>> Strings = [];
public string Key;
public string English;
public string Chinese;
}
private static readonly List<Translation> StringsToAdd = [];
public static void Add(string key, string enus, string zhcn = null) public static void Add(string key, string enus, string zhcn = null)
{ {
if (zhcn == null && key == enus) return; if (zhcn == null && key == enus) return;
var strProto = new Translation Keys.Add(Tuple.Create(key, enus, -1));
if (Strings.TryGetValue(2052, out var zhcnList))
{ {
Key = key, zhcnList.Add(string.IsNullOrEmpty(zhcn) ? enus : zhcn);
English = enus, }
Chinese = string.IsNullOrEmpty(zhcn) ? enus : zhcn else
}; {
StringsToAdd.Add(strProto); Strings.Add(2052, [string.IsNullOrEmpty(zhcn) ? enus : zhcn]);
}
_dirty = true;
}
private static void ApplyIndexers()
{
var indexer = Localization.namesIndexer;
var index = indexer.Count;
var len = Keys.Count;
for (var i = 0; i < len; i++)
{
var (key, def, value) = Keys[i];
if (value >= 0) continue;
if (indexer.TryGetValue(key, out var idx))
{
Keys[i] = Tuple.Create(key, def, idx);
continue;
}
indexer[key] = index;
Keys[i] = Tuple.Create(key, def, index);
index++;
}
_dirty = false;
var strings = Localization.strings;
if (strings == null) return;
var len2 = strings.Length;
for (var i = 0; i < len2; i++)
{
ApplyLanguage(i);
if (i != Localization.currentLanguageIndex) continue;
Localization.currentStrings = Localization.strings[i];
Localization.currentFloats = Localization.floats[i];
}
}
private static void ApplyLanguage(int index)
{
var indexerLength = Localization.namesIndexer.Count;
var strs = Localization.strings[index];
if (strs == null) return;
if (strs.Length < indexerLength)
{
var newStrs = new string[indexerLength];
Array.Copy(strs, newStrs, strs.Length);
strs = newStrs;
Localization.strings[index] = strs;
}
var floats = Localization.floats[index];
if (floats != null)
{
if (floats.Length < indexerLength)
{
var newFloats = new float[indexerLength];
Array.Copy(floats, newFloats, floats.Length);
floats = newFloats;
Localization.floats[index] = floats;
}
}
var keyLength = Keys.Count;
if (Strings.TryGetValue(Localization.Languages[index].lcId, out var list))
{
for (var j = 0; j < keyLength; j++)
{
strs[Keys[j].Item3] = list[j];
}
}
else
{
for (var j = 0; j < keyLength; j++)
{
strs[Keys[j].Item3] = Keys[j].Item2;
}
}
} }
public static void Apply() public static void Apply()
{ {
if (!_initialized) return; if (!_initialized) return;
var indexer = Localization.namesIndexer; if (Keys.Count == 0) return;
var enIdx = -1; if (!_dirty) return;
var zhIdx = -1; ApplyIndexers();
var llen = 0;
for (var i = 0; i < Localization.strings.Length; i++)
{
switch (Localization.Languages[i].lcId)
{
case Localization.LCID_ENUS:
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
{
Localization.LoadLanguage(i);
}
enIdx = i;
break;
case Localization.LCID_ZHCN:
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
{
Localization.LoadLanguage(i);
}
zhIdx = i;
llen = Localization.strings[i].Length;
break;
}
}
var enus = new string[StringsToAdd.Count];
var zhcn = new string[StringsToAdd.Count];
for (var i = 0; i < StringsToAdd.Count; i++)
{
var str = StringsToAdd[i];
enus[i] = str.English;
zhcn[i] = str.Chinese;
indexer[str.Key] = llen + i;
}
Localization.strings[enIdx] = Localization.strings[enIdx].Concat(enus).ToArray();
if (enIdx == Localization.currentLanguageIndex)
{
Localization.currentStrings = Localization.strings[enIdx];
}
Localization.strings[zhIdx] = Localization.strings[zhIdx].Concat(zhcn).ToArray();
if (zhIdx == Localization.currentLanguageIndex)
{
Localization.currentStrings = Localization.strings[zhIdx];
}
StringsToAdd.Clear();
} }
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(VFPreload), "InvokeOnLoadWorkEnded")] [HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix() private static void Localization_LoadSettings_Postfix()
{ {
if (_initialized) return; if (_initialized) return;
_initialized = true; _initialized = true;
if (StringsToAdd.Count == 0)
{
OnInitialized?.Invoke();
return;
}
Apply(); Apply();
OnInitialized?.Invoke(); }
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadLanguage))]
private static void Localization_LoadLanguage_Postfix(int index)
{
if (!_initialized) return;
ApplyLanguage(index);
} }
} }

View File

@@ -7,6 +7,9 @@
## Changelog ## Changelog
### 1.3.5
* Fix a crash issue on choosing language other than English and Chinese.
### 1.3.4 ### 1.3.4
* Support for game version 0.10.28.20759. * Support for game version 0.10.28.20759.
@@ -140,6 +143,9 @@
## 更新日志 ## 更新日志
### 1.3.5
* 修复了选择英文和中文以外的语言时的崩溃问题。
### 1.3.4 ### 1.3.4
* 支持游戏版本 0.10.28.20759。 * 支持游戏版本 0.10.28.20759。

View File

@@ -1,6 +1,6 @@
{ {
"name": "CompressSave", "name": "CompressSave",
"version_number": "1.3.4", "version_number": "1.3.5",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CompressSave", "website_url": "https://github.com/soarqin/DSP_Mods/tree/master/CompressSave",
"description": "Compress game saves to reduce space use and boost save speed / 压缩游戏存档以降低空间使用并提升保存速度", "description": "Compress game saves to reduce space use and boost save speed / 压缩游戏存档以降低空间使用并提升保存速度",
"dependencies": ["xiaoye97-BepInEx-5.4.17"] "dependencies": ["xiaoye97-BepInEx-5.4.17"]

View File

@@ -1,6 +1,5 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using HarmonyLib; using HarmonyLib;
namespace UXAssist.Common; namespace UXAssist.Common;
@@ -8,6 +7,7 @@ namespace UXAssist.Common;
public static class I18N public static class I18N
{ {
private static bool _initialized; private static bool _initialized;
private static bool _dirty;
public static Action OnInitialized; public static Action OnInitialized;
@@ -17,88 +17,123 @@ public static class I18N
} }
public static bool Initialized() => _initialized; public static bool Initialized() => _initialized;
private struct Translation private static readonly List<Tuple<string, string, int>> Keys = [];
{ private static readonly Dictionary<int, List<string>> Strings = [];
public string Key;
public string English;
public string Chinese;
}
private static readonly List<Translation> StringsToAdd = [];
public static void Add(string key, string enus, string zhcn = null) public static void Add(string key, string enus, string zhcn = null)
{ {
if (zhcn == null && key == enus) return; if (zhcn == null && key == enus) return;
var strProto = new Translation Keys.Add(Tuple.Create(key, enus, -1));
if (Strings.TryGetValue(2052, out var zhcnList))
{ {
Key = key, zhcnList.Add(string.IsNullOrEmpty(zhcn) ? enus : zhcn);
English = enus, }
Chinese = string.IsNullOrEmpty(zhcn) ? enus : zhcn else
}; {
StringsToAdd.Add(strProto); Strings.Add(2052, [string.IsNullOrEmpty(zhcn) ? enus : zhcn]);
}
_dirty = true;
}
private static void ApplyIndexers()
{
var indexer = Localization.namesIndexer;
var index = indexer.Count;
var len = Keys.Count;
for (var i = 0; i < len; i++)
{
var (key, def, value) = Keys[i];
if (value >= 0) continue;
if (indexer.TryGetValue(key, out var idx))
{
Keys[i] = Tuple.Create(key, def, idx);
continue;
}
indexer[key] = index;
Keys[i] = Tuple.Create(key, def, index);
index++;
}
_dirty = false;
var strings = Localization.strings;
if (strings == null) return;
var len2 = strings.Length;
for (var i = 0; i < len2; i++)
{
ApplyLanguage(i);
if (i != Localization.currentLanguageIndex) continue;
Localization.currentStrings = Localization.strings[i];
Localization.currentFloats = Localization.floats[i];
}
}
private static void ApplyLanguage(int index)
{
var indexerLength = Localization.namesIndexer.Count;
var strs = Localization.strings[index];
if (strs == null) return;
if (strs.Length < indexerLength)
{
var newStrs = new string[indexerLength];
Array.Copy(strs, newStrs, strs.Length);
strs = newStrs;
Localization.strings[index] = strs;
}
var floats = Localization.floats[index];
if (floats != null)
{
if (floats.Length < indexerLength)
{
var newFloats = new float[indexerLength];
Array.Copy(floats, newFloats, floats.Length);
floats = newFloats;
Localization.floats[index] = floats;
}
}
var keyLength = Keys.Count;
if (Strings.TryGetValue(Localization.Languages[index].lcId, out var list))
{
for (var j = 0; j < keyLength; j++)
{
strs[Keys[j].Item3] = list[j];
}
}
else
{
for (var j = 0; j < keyLength; j++)
{
strs[Keys[j].Item3] = Keys[j].Item2;
}
}
} }
public static void Apply() public static void Apply()
{ {
if (!_initialized) return; if (!_initialized) return;
var indexer = Localization.namesIndexer; if (Keys.Count == 0) return;
var enIdx = -1; if (!_dirty) return;
var zhIdx = -1; ApplyIndexers();
var llen = 0;
for (var i = 0; i < Localization.strings.Length; i++)
{
switch (Localization.Languages[i].lcId)
{
case Localization.LCID_ENUS:
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
{
Localization.LoadLanguage(i);
}
enIdx = i;
break;
case Localization.LCID_ZHCN:
if (!Localization.LanguageLoaded(i) && Localization.Loaded)
{
Localization.LoadLanguage(i);
}
zhIdx = i;
llen = Localization.strings[i].Length;
break;
}
}
var enus = new string[StringsToAdd.Count];
var zhcn = new string[StringsToAdd.Count];
for (var i = 0; i < StringsToAdd.Count; i++)
{
var str = StringsToAdd[i];
enus[i] = str.English;
zhcn[i] = str.Chinese;
indexer[str.Key] = llen + i;
}
Localization.strings[enIdx] = Localization.strings[enIdx].Concat(enus).ToArray();
if (enIdx == Localization.currentLanguageIndex)
{
Localization.currentStrings = Localization.strings[enIdx];
}
Localization.strings[zhIdx] = Localization.strings[zhIdx].Concat(zhcn).ToArray();
if (zhIdx == Localization.currentLanguageIndex)
{
Localization.currentStrings = Localization.strings[zhIdx];
}
StringsToAdd.Clear();
} }
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(VFPreload), "InvokeOnLoadWorkEnded")] [HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
private static void VFPreload_InvokeOnLoadWorkEnded_Postfix() private static void Localization_LoadSettings_Postfix()
{ {
if (_initialized) return; if (_initialized) return;
_initialized = true; _initialized = true;
if (StringsToAdd.Count == 0)
{
OnInitialized?.Invoke();
return;
}
Apply(); Apply();
}
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadLanguage))]
private static void Localization_LoadLanguage_Postfix(int index)
{
if (!_initialized) return;
ApplyLanguage(index);
}
[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.NotifyLanguageChange))]
private static void Localization_NotifyLanguageChange_Postfix()
{
if (!_initialized) return;
OnInitialized?.Invoke(); OnInitialized?.Invoke();
} }
} }

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@@ -181,6 +181,7 @@ public static class GamePatch
private static class ConvertSavesFromPeace private static class ConvertSavesFromPeace
{ {
private static Harmony _patch; private static Harmony _patch;
private static bool _needConvert;
public static void Enable(bool on) public static void Enable(bool on)
{ {
if (on) if (on)
@@ -192,24 +193,37 @@ public static class GamePatch
_patch = null; _patch = null;
} }
[HarmonyTranspiler] [HarmonyPostfix]
[HarmonyPatch(typeof(GameDesc), nameof(GameDesc.Import))] [HarmonyPatch(typeof(GameDesc), nameof(GameDesc.Import))]
private static IEnumerable<CodeInstruction> GameDesc_Import_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator) private static void GameDesc_Import_Postfix(GameDesc __instance)
{
if (DSPGame.IsMenuDemo || !__instance.isPeaceMode) return;
__instance.combatSettings = UIRoot.instance.galaxySelect.uiCombat.combatSettings;
__instance.isPeaceMode = false;
_needConvert = true;
}
[HarmonyTranspiler]
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
private static IEnumerable<CodeInstruction> GameData_Import_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
{ {
var matcher = new CodeMatcher(instructions, generator); var matcher = new CodeMatcher(instructions, generator);
matcher.MatchForward(false, matcher.Start().MatchForward(false,
new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(CombatSettings), nameof(CombatSettings.SetDefault))) new CodeMatch(instr => (instr.opcode == OpCodes.Ldc_I4 || instr.opcode == OpCodes.Ldc_I4_S) && instr.OperandIs(0x1B)),
).Advance(-1).RemoveInstructions(2).Insert( new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), nameof(PerformanceMonitor.EndData)))
new CodeInstruction(OpCodes.Call, AccessTools.PropertyGetter(typeof(UIRoot), nameof(UIRoot.instance))), );
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIRoot), nameof(UIRoot.galaxySelect))), matcher.Advance(2).Opcode = OpCodes.Brfalse;
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UIGalaxySelect), nameof(UIGalaxySelect.uiCombat))), matcher.Insert(
new CodeInstruction(OpCodes.Ldfld, AccessTools.Field(typeof(UICombatSettingsDF), nameof(UICombatSettingsDF.combatSettings))), new CodeInstruction(OpCodes.Ldsfld, AccessTools.Field(typeof(ConvertSavesFromPeace), nameof(ConvertSavesFromPeace._needConvert)))
new CodeInstruction(OpCodes.Stfld, AccessTools.Field(typeof(GameDesc), nameof(GameDesc.combatSettings))),
new CodeInstruction(OpCodes.Ldarg_0),
new CodeInstruction(OpCodes.Ldc_I4_0),
new CodeInstruction(OpCodes.Stfld, AccessTools.Field(typeof(GameDesc), nameof(GameDesc.isPeaceMode)))
); );
return matcher.InstructionEnumeration(); return matcher.InstructionEnumeration();
} }
[HarmonyPostfix]
[HarmonyPatch(typeof(GameData), nameof(GameData.Import))]
private static void GameData_Import_Postfix()
{
_needConvert = false;
}
} }
} }

View File

@@ -4,8 +4,11 @@
#### 一些提升用户体验的功能和补丁 #### 一些提升用户体验的功能和补丁
## Changlog ## Changlog
* 1.0.7
+ Fix a crash issue on choosing language other than English and Chinese
+ Games saved in Peace-Mode after Dark-Forg update can also be loaded as Combat-Mode now.
* 1.0.6 * 1.0.6
+ Convert old saves to Combat Mode on loading + Convert old saves to Combat-Mode on loading
* 1.0.5 * 1.0.5
+ Support game version 0.10.28.20759 + Support game version 0.10.28.20759
+ Sort blueprint structures before saving, to reduce generated blueprint data size a little. + Sort blueprint structures before saving, to reduce generated blueprint data size a little.
@@ -42,7 +45,7 @@
+ General + General
- Enable game window resize - Enable game window resize
- Remember window position and size on last exit - Remember window position and size on last exit
- Convert old saves to Combat Mode on loading - Convert Peace-Mode saves to Combat-Mode on loading
+ Planet/Factory + Planet/Factory
- Unlimited interactive range - Unlimited interactive range
- Sunlight at night - Sunlight at night
@@ -73,6 +76,9 @@
* [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): Off-grid building & stepped rotation implementations * [OffGridConstruction](https://github.com/Velociraptor115-DSPModding/OffGridConstruction): Off-grid building & stepped rotation implementations
## 更新日志 ## 更新日志
* 1.0.7
+ 修复了选择英文和中文以外的语言时的崩溃问题
+ 黑雾更新后使用和平模式保存的存档现在也可以转换为战斗模式了
* 1.0.6 * 1.0.6
+ 在加载旧存档时将其转换为战斗模式 + 在加载旧存档时将其转换为战斗模式
* 1.0.5 * 1.0.5
@@ -111,7 +117,7 @@
+ 通用 + 通用
- 可调整游戏窗口大小(可最大化和拖动边框) - 可调整游戏窗口大小(可最大化和拖动边框)
- 记住上次退出时的窗口位置和大小 - 记住上次退出时的窗口位置和大小
- 在加载存档时将其转换为战斗模式 - 在加载和平模式存档时将其转换为战斗模式
+ 行星/工厂 + 行星/工厂
- 无限交互距离 - 无限交互距离
- 夜间日光灯 - 夜间日光灯

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@@ -4,7 +4,7 @@
<TargetFramework>net472</TargetFramework> <TargetFramework>net472</TargetFramework>
<BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid> <BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid>
<Description>DSP MOD - UXAssist</Description> <Description>DSP MOD - UXAssist</Description>
<Version>1.0.6</Version> <Version>1.0.7</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<PackageId>UXAssist</PackageId> <PackageId>UXAssist</PackageId>

View File

@@ -1,6 +1,6 @@
{ {
"name": "UXAssist", "name": "UXAssist",
"version_number": "1.0.6", "version_number": "1.0.7",
"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist", "website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist",
"description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁", "description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁",
"dependencies": [ "dependencies": [