Dyson Sphere Program
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Details

Last Updated
First Uploaded
Downloads
16
Likes
1
Size
44KB
Dependency string
Objective_DriveYards-NebulaLocalResync-0.1.4
Dependants

Changelog

0.1.4

  • Changed Thunderstore/r2modman packaging to place the plugin DLL directly at the package root so the mod manager owns deployment into the active BepInEx profile.
  • Removed all automatic/manual profile installation behavior from the build script. Building now compiles and packages only.
  • Added explicit package validation and output messaging so a successful build confirms the upload ZIP contains the compiled DLL and required public files.
  • No resync protocol or gameplay behavior changes from 0.1.3.

0.1.3

  • Adds host-authoritative Dark Fog ground-enemy reconciliation.
  • Fixes the client failure mode where a Dark Fog enemy can remain visibly rendered but become untargetable after combat synchronization diverges.
  • Host now includes a planet-wide active ground-enemy ID set plus nearby enemy identity/position data in the resync snapshot.
  • Removes nearby client-only phantom Dark Fog enemies only when the host confirms the enemy ID is absent from the entire planet.
  • Repairs Nebula's transient pending/invincible enemy flags when the host confirms the enemy is still alive nearby.
  • Performs enemy removal through DSP's normal RemoveEnemyFinal cleanup path while inside Nebula's incoming-combat scope.
  • Reports authoritative host enemies that are completely missing locally instead of attempting unsafe partial recreation.
  • Adds Server.MaximumGroundEnemiesPerPlanet as a safety bound.
  • Bumps the custom snapshot protocol to version 2; client and server must both run 0.1.3.
  • Build script now validates the project-root 256x256 icon.png and emits a complete, directly uploadable Thunderstore ZIP with all public package files.

0.1.2

  • Fixes compilation against current DSP/Nebula assemblies that target .NET Standard 2.1 by explicitly resolving and referencing netstandard.dll.
  • Adds available Unity/DSP .NET Standard facade assemblies to the PowerShell compiler reference set.
  • Prints the selected netstandard.dll path before compiling so the active reference can be verified from the console output.

0.1.1

  • Fixes a PowerShell parser error in Build-And-Install.ps1 caused by interpolating $Root: without braces.
  • Clarifies the remote-server workflow: build once locally, then copy the same DLL to the remote server.

0.1.0

  • Adds a client-requested, host-authoritative local factory resync.
  • Default activation is Ctrl+Shift+R on a connected client standing on a loaded planet.
  • Host scans a bounded radius around the request position and returns an authoritative entity manifest.
  • Matching storage components are serialized with DSP's own Export/Import methods.
  • Matching assembler, miner, and lab components receive primitive/primitive-array state from the host.
  • Host/client topology differences are detected and logged but are not created or deleted.
  • Belts are included in the topology audit; belt cargo-path contents are deliberately not rewritten in this release.
  • Packet processing queues all DSP reads/writes onto Unity's game thread.
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