Releases: viktor-ferenczi/multigrid-projector
Releases · viktor-ferenczi/multigrid-projector
0.7.7
0.7.6
- Compatibility with game version 1.205.024
0.7.5
- Fixed the building of default heads and wheels outside the projection while an MGP capable projector is active on the same grid
0.7.4
- Compatibility with game version 1.205.023
- Possible fix for the unbuildable top blocks and wheels outside of the projection while a projection is active on the same grid.
0.7.3
- Fixed the alignment on loading a repair projection if the projector is not named "Repair", but has a unique name
- Disabled functionality on console blocks which don't apply to them (they had been enabled accidentally)
- Increased priority of patching
MyGuiScreenGamePlay.HandleUnhandledInput
to make plugin collisions less likely - Introduced the
SE_PLUGIN_THROW_ON_FAILED_METHOD_VERIFICATION
environment variable for internal testing purposes
0.7.2
- Harmony 2.3.3
0.7.1
Compatibility with game version 1.204.015
0.7.0
- Toolbar slots should always be filled properly, regardless of the build order of the relevant blocks.
- Projector terminal button to fix all toolbar slots of the built grid to match the projection.
- Blueprints containing a repair projector will always load with the correct offset and rotation.
- Censoring world position in saved blueprints, so they are safe to share if made in multiplayer.
Definition of a repair projector in a blueprint:
- The projector which is the very first block of the blueprint is considered to be a repair one.
- The projector in the blueprint with the exact same name as the projector used for the build if the name is unique.
- The first projector with "Repair" in its name (case-insensitive), even if there are multiple ones.
0.6.6
- Forward compatibility
0.6.4
- Fixed welders and grinders (bug was introduced in 0.6.3)