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Conversion of Autosort Lockers/DVSA to support BZ; update Harmony references to updated Harmony #11

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@DaWrecka DaWrecka commented Jun 1, 2021

This is the basic update so that Autosort Lockers and Docked Vehicle Storage Access can be compiled for BZ and their entities loaded into the game and used.

Known bugs in this release:

  • Autosort filters not updated with BZ content

  • Docked Vehicle Storage Access; while locker can be built, and will even work if built within the same session and soon before extracting items; the following exception is thrown once the container is filled in other circumstances:

  • InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <fb001e01371b4adca20013e0ac763896>:0 at System.Collections.Generic.List1+Enumerator[T].MoveNextRare () [0x00013] in :0
    at System.Collections.Generic.List1+Enumerator[T].MoveNext () [0x0004a] in <fb001e01371b4adca20013e0ac763896>:0 at DockedVehicleStorageAccess.VehicleStorageAccess+<TryExtractItems>d__32.MoveNext () [0x002c3] in <6f7c9298fdef4ebb87f7647f4a7a900e>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e80855beea5a4202b716487decbeb6fb>:0

  • The moonpool control panel has not been restored - as the Cyclops prefabs no longer exist, the Cyclops control panel cannot be loaded, and repurposing the Upgrade Console is not something I know how to do.

Attempting to update my fork
*) Updated projects to use MrPurple's approach for setting variable paths, instead of hard paths like "D:\Steam\bluhbluh"
*) AutosortLockers: Can be compiled into a DLL for BelowZero which is loaded, but lockers fail to instantiate properly
Still not functioning; selecting floor locker first after game load can be crafted and a ghost will appear after, but cannot be crafted. Selecting wall locker after game load turns into floor locker ghost and fails to build at all.
disabled most log outputs, and added what I believe to be most of the new (post-SN1) inventory TechTypes to the Autosort categories
Changed all projects to target .NET Framework v4.7.2
Changed all projects to use programmatic paths, (e.g. "$(GameDir)" ) instead of a static game path
Updated all projects to use new Harmony references (e.g. "new Harmony()" instead of "HarmonyInstance.Create")

AutosortLockers:
*) Added a patch to CanvasLink to prevent NullReferenceExceptions caused by UWE code not sanity-checking canvases
*) Added config options for standing receptacle capacity
*) Modified config validation to use named constants

Better Scanner Blips:
*) Added a bit of code which is, as yet, inert, intended to allow for blip distances to be considered from the crosshair, rather than world; for example, to allow blips to have their size on-screen varied based on how close they are to the crosshair, not how close they are to the player.
*) Added code, including patching the ResourceTracker class, so that scanner blips on fragments will show the fragment's name, e.g. "Mobile Vehicle Bay fragment", rather than just "Fragment"; code is currently not functional. (Some fragments get the right name, some just get "Fragment", and some get the name for a completely different fragment)
*) Used compiler directives to allow the code to be compiled for SN1 or BZ; not currently tested with SN1
BetterScannerBlips: Fragments now show their names instead of just "Fragment".

BlueprintTracker: Currently broken.
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