mirror of
https://github.com/TheJordanDev/PEAK-JordanMod.git
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Also removes a leftover debug keybind on the BingBong module that was bound to P and would have fired alongside the new passport keybind.
69 lines
3.9 KiB
Markdown
69 lines
3.9 KiB
Markdown
# v0.1.0 | Project setup
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- Initial project setup
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- Added config dependency
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- Added utils and debug functions
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- Added config handler
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# v0.1.1 | Throw passport anywhere patch
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- Added PassportPatch.cs and registerd it as GlobalPatch in Plugin.cs
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# v0.1.2 | Bags for Everyone
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- Added BagsForEveryoneModule and BagsForEveryonePatch
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- BagsForEveryonePatch adds a postfix to SingleItemSpawner.TrySpawnItems that checks if the spawner is the first one in the biome, and if so, it spawns extra bags based on the player count.
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# v0.1.3 | Easy Backpack
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- Added EasyBackpackModule and EasyBackpackPatch
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- EasyBackpackPatch adds a new keybind to open the backpack UI whilst wearing it.
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# v0.1.4 | Better Airport
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- Added BetterAirportModule
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- BetterAirportModule adds patches to make the airport more enjoyable, such as increasing the conveyor belt speed and making the terminals position at the start.
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# v0.1.5 | Open Mesa
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- Added OpenMesaModule and OpenMesaPatch
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- OpenMesaPatch makes it so that the Mesa biome is open no matter the seed.
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# v0.1.6 | Stashed Bugle
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- Added StashedBugleModule
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- StashedBugleModule adds a new keybind to toggle give / remove a Bugle.
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# v0.1.7 | Better Bugle + Replace Bing Bong
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- Added BetterBugle and ReplaceBingBong
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- Play sounds and music in game with the Bugle (need a server to host the audio like mine), and can also with same server host sounds that start with SFX_VO_BingBong_ to replace voicelines (or add more) to BingBong
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# v0.1.8 | Changed dependencies
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- Added ModConfig and PeakPresence (my mod), Updated BepInEx
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# v0.1.9 | AudioSyncWorker & Dynamic BingBong voices
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- Centralized Audio loading in Worker class
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- Now load BingBong voicelines dynamically after Sound reloads.
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# v0.1.10 | Bonkable items
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- Added Bonkable component to items when thrown.
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# v0.1.11 | Fix for last update
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- Fixed Easy Backpack: PEAK's backpack rework (jetpacks/fannypacks/rocketpacks) removed `BackpackSlot.hasBackpack` and changed `GUIManager.OpenBackpackWheel`'s signature, which broke the build. Updated to use `BackpackSlot.backpackType` and pass slot count/type, and brought the `BackpackWheel.Update()` override back in sync with the new vanilla logic (missing null guard, jetpack fuel slice handling).
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- Fixed Stashed Bugle not giving the Bugle: it was passing the item's display name to `SpawnItemInHand`, which actually expects the prefab's Resources name. Now resolves the real prefab name through the ItemDatabase first.
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- Fixed AudioSyncWorker getting permanently stuck after a failed sync (e.g. missing API URL): the sync ran on a background thread and called a Unity API (`StartCoroutine`) that's main-thread only, throwing silently and leaving the loading flag stuck forever. Added a main-thread dispatch queue so background work can safely hop back to the main thread.
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- Fixed a leftover debug log using the Error level for a successful download, making normal syncs look like they were failing.
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- Fixed the in-game right-click "reload songs" prompt on the Bugle: it was calling the wrong method and didn't actually reload anything. It now properly unloads and reloads from local files (distinct from the Sync keybind, which pulls from the audio bank API).
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- Fixed the right-click confirmation always showing "No answer, not refreshing songs" even after successfully confirming, due to a timing check that ran before the confirmation window instead of after.
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- Fixed an error (NullReferenceException) every time a thrown item bonked something: `Bonkable` added at runtime has no serialized prefab data, so its sound-effect array was `null` instead of empty. It now defaults to an empty array so bonks still ragdoll/knock back the target, just silently.
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# v0.1.12 | Added customization keybinds
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- Open the passport when pressing the "Open Passport" keybind (default: P)
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- Removed a leftover debug keybind on the BingBong module that was also bound to P and would have fired alongside the new passport keybind.
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