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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