GoodItemScan
Yet another scan mod
Date uploaded | 4 months ago |
Version | 1.2.3 |
Download link | TestAccount666-GoodItemScan-1.2.3.zip |
Downloads | 371 |
Dependency string | TestAccount666-GoodItemScan-1.2.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Good Item Scan Mod
Since everyone likes mods that replace the vanilla scan (Right?), I decided to try my own :)
This mod increases the maximum amount of scannable ScanNodes to <= 666.
It completely replaces the vanilla scan behavior, so it should (theoretically) improve performance.
It should also be more reliable than the vanilla scan.
Known Issues
- None
CHANGELOG
Good Item Scan Mod
1.12.0
+ Added optional distance calculation
1.11.1
* Fixed null-keys not being handled correctly
1.11.0
* Fixed potential issue caused by integer overflow
# CheatsAPI now resets to default values everytime HUDManager is disabled
1.10.0
+ Added option to update the scan node text after scanning a node
1.9.0
# Made the Scanner non-static. Maybe fixes a few issues?
# Also added DontDestroyOnLoad
on all RectTransforms
1.8.3
* Fixed Blast Doors being scannable while power is out
1.8.2
* Fixed me being an idiot
1.8.1
* Fixed weird scrap value shenanigans
1.8.0
+ Added CheatAPI to give mods like LGU control over the scanner
* Hopefully fixed another NullReferenceException
# Partially switched to Monomod to prevent other mods from patching the vanilla scan
1.7.0
+ Added distance checks in visibility check
+ Added configurable timer for updating all scan nodes
1.6.0
+ Added config option for total value update speed
1.5.3
* Fixed visibility check coroutine never executing after death
1.5.2
* Fixed InvalidOperationException
1.5.1
* Fixed re-hosting causing the scanner to break
1.5.0
# This mod now completely bypasses the vanilla scan system. Even the total animation.
1.4.7
+ Added even more null checks
* Fixed blast doors scannable after taking apparatus
# Reduced default Scan Nodes Hard Limit
to 120
# Replaced EndOfFrame wait with null
wait
1.4.6
* Fix silly total value
1.4.5
* Fix the silly stuff
1.4.4
# Some micro-management for performance
1.4.3
* All NullReferenceExceptions should now be fixed
1.4.2
* Fixed scanner breaking by a deleted ScanNode
1.4.1
* Fixed total value resetting to 0 for no reason
1.4.0
+ Added option to hide empty subtext box
# Replaced vanilla's Update Scan Nodes method
1.3.0
+ Added config option to limit how many scan nodes will be scanned each frame
1.2.4
# Replaced closest point LOS check with corner LOS check - All scrap should now be scannable
1.2.3
+ Added config option to always check for LOS
# Improved LOS check. Should now be way more reliable and support weird ScanNode sizes and locations
1.2.2
# Performance Update. Hopefully this actually does things.
1.2.1
* Fixed fov calculation
1.2.0
+ Added config option to always force a rescan
* Fixed total scan value persisting
1.1.0
+ Added config option for scanning opened blast doors
1.0.1
* Fixed held items being scannable (Including enemy held items)
* Fixed dead enemies being scannable
* Fixed ScanNode not disappearing when picking up an item
* Fixed Easter Egg being scannable after exploding
1.0.0
+ Initial Release