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main ... v1.0.2

10 changed files with 10 additions and 118 deletions

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@ -19,22 +19,12 @@ jobs:
steps: steps:
- name: Setup SML - name: Setup SML
run: | run: |
if (!(Test-Path ${{env.SML_DIR}} -PathType Container)) {git clone --branch dev https://github.com/satisfactorymodding/SatisfactoryModLoader.git ${{env.SML_DIR}}} if (!(Test-Path ${{env.SML_DIR}} -PathType Container)) {git clone --branch master https://github.com/satisfactorymodding/SatisfactoryModLoader.git ${{env.SML_DIR}}}
- name: Install WWise - name: Install WWise
run: | run: |
cd ${{env.SML_DIR}} cd ${{env.SML_DIR}}
if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 } if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 }
S:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject" S:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject"
- name: Pull WWise Project
run: |
cd ${{env.SML_DIR}}/SML_WwiseProject
git fetch --all
git reset --hard origin/main
git lfs fetch --all
git lfs pull
git lfs checkout
& "C:/Program Files (x86)/Audiokinetic/Wwise2023.1.3.8471/Authoring/x64/Release/bin/WwiseConsole.exe" generate-soundbank "${{env.SML_DIR}}/SML_WwiseProject/SML_WwiseProject.wproj" --platform Windows Mac --verbose
echo "Done"
- name: "SML Headers" - name: "SML Headers"
run: | run: |
cd S:/SF/Scripts/sml-fixer cd S:/SF/Scripts/sml-fixer

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@ -1,24 +1,3 @@
## 1.0.7 (June 16, 2025)
- chore: Bump game version
- chore: Bump SML Version
- chore: Bump SML Version
- feat(SP): New buildings data assets
## 1.0.6 (March 06, 2025)
- feat: SML Bump
- feat: Bump SML
## 1.0.5 (January 10, 2025)
- ci: LFS Changes
- ci: wwise project
## 1.0.4 (December 17, 2024)
- feat: Bump sml version
- feat: Mod Adapter struct updates
## 1.0.3 (November 30, 2024)
- feat: Changed forms to array
## 1.0.2 (November 29, 2024) ## 1.0.2 (November 29, 2024)
- feat: Item filters - feat: Item filters
- feat: Additional DS Options - feat: Additional DS Options

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@ -1,8 +1,8 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "1.0.7", "VersionName": "1.0.2",
"SemVersion": "1.0.7", "SemVersion": "1.0.2",
"FriendlyName": "Refined R&D Api", "FriendlyName": "Refined R&D Api",
"Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods", "Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods",
"Category": "Modding", "Category": "Modding",
@ -26,8 +26,8 @@
{ {
"Name": "SML", "Name": "SML",
"Enabled": true, "Enabled": true,
"SemVersion": "^3.11.1" "SemVersion": "^3.8.0"
} }
], ],
"GameVersion": ">=416835" "GameVersion": ">=377620"
} }

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@ -1,3 +0,0 @@
//
#include "DataAssets/RRDADataAssetSolarPower.h"

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@ -70,8 +70,6 @@ void URRDADataAssetSubsystem::StartScanForDataAssets() {
ReCacheDSItemFilters(); ReCacheDSItemFilters();
ReCacheDSModAdapterDataAssets(); ReCacheDSModAdapterDataAssets();
ReCacheDSAdapterCoversDataAssets(); ReCacheDSAdapterCoversDataAssets();
ReCacheSolarPowerDataAssets();
} }
void URRDADataAssetSubsystem::ReCacheDirtDataAssets() { void URRDADataAssetSubsystem::ReCacheDirtDataAssets() {
@ -238,24 +236,6 @@ void URRDADataAssetSubsystem::ReCacheDSItemFilters() {
UE_LOGFMT(LogRRDApi, Log, "ReCacheDSItemFilters: {0}", mDSBuildingData.Num()); UE_LOGFMT(LogRRDApi, Log, "ReCacheDSItemFilters: {0}", mDSBuildingData.Num());
} }
void URRDADataAssetSubsystem::ReCacheSolarPowerDataAssets()
{
mSolarPowerAssets.Empty();
TSet<URRDADataAssetSolarPower*> DataAssets;
if (FindAllDataAssetsOfClass(DataAssets)) {
for (URRDADataAssetSolarPower* DataAsset : DataAssets) {
fgcheckf(DataAsset->mInput.ItemClass, TEXT("SolarPowerDataAsset %s has no ItemClass"), *DataAsset->GetPathName());
if (!mSolarPowerAssets.Contains(DataAsset)) {
mSolarPowerAssets.AddUnique(DataAsset);
}
}
}
UE_LOG(LogRRDApi, Log, TEXT("ReCacheSolarPowerDataAssets: %d"), mSolarPowerAssets.Num());
}
int32 URRDADataAssetSubsystem::GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const { int32 URRDADataAssetSubsystem::GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const {
if (!mDirtAssets.Num()) { if (!mDirtAssets.Num()) {
UE_LOG(LogRRDApi, Error, TEXT("No Dirts found!")); UE_LOG(LogRRDApi, Error, TEXT("No Dirts found!"));
@ -536,8 +516,3 @@ TArray<URRDAHeaterDataAsset*> URRDADataAssetSubsystem::GetAllHeaterAssets(ERRDAH
return Assets; return Assets;
} }
TArray<URRDADataAssetSolarPower*> URRDADataAssetSubsystem::GetAllSolarPowerAssets() const
{
return mSolarPowerAssets;
}

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@ -1,32 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "RRDADataAssetBase.h"
#include "ItemAmount.h"
#include "RRDADataAssetSolarPower.generated.h"
UCLASS( BlueprintType )
class REFINEDRDAPI_API URRDADataAssetSolarPower : public URRDADataAssetBase
{
GENERATED_BODY()
public:
/**
* Fuel item that this uses
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
FItemAmount mInput;
/**
* What this produces
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
FItemAmount mOutput;
/**
* What the min heat is needed to produce
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
float mMinHeatValue = 0.0f;
};

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@ -8,5 +8,4 @@ enum class ERRDADSInventorySlotAccessInteraction : uint8
Ignore, Ignore,
ImportToNetworkFromSlot, ImportToNetworkFromSlot,
ExportFromNetworkToSlot, ExportFromNetworkToSlot,
LetPlayerDecide,
}; };

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@ -42,11 +42,11 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore; ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore;
/* Select the item resource forms that will be displayed in the digital storage UI /* Select the item resource form that will be displayed in the digital storage UI
This will only display items of these forms when players search for an item. This will only display items of this form when players search for an item.
*/ */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TArray<EResourceForm> mSlotItemForms; EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
UPROPERTY(BlueprintReadOnly, meta=(NoAutoJson = true)) UPROPERTY(BlueprintReadOnly, meta=(NoAutoJson = true))
bool mOverrideItemFilter = false; bool mOverrideItemFilter = false;
@ -65,10 +65,6 @@ public:
*/ */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
bool mAutomaticallySetFromSlotItemFilter = false; bool mAutomaticallySetFromSlotItemFilter = false;
/* This slot will represent the full inventory and will access all inventory slots */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
bool mSlotRepresentsFullInventory = false;
}; };
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
@ -92,8 +88,4 @@ public:
/* The Inventory slots to allow access to Digital Storage */ /* The Inventory slots to allow access to Digital Storage */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots; TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
/* Use the inventory on the universal adapter instead of the building adapter */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
bool mUseAdapterInventory = false;
}; };

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@ -15,7 +15,6 @@
#include "DataAssets/RRDACoolerDataAsset.h" #include "DataAssets/RRDACoolerDataAsset.h"
#include "DataAssets/RRDADataAssetDSItemFilter.h" #include "DataAssets/RRDADataAssetDSItemFilter.h"
#include "DataAssets/RRDADataAssetDSModAdapter.h" #include "DataAssets/RRDADataAssetDSModAdapter.h"
#include "DataAssets/RRDADataAssetSolarPower.h"
#include "Enums/RRDARPEnums.h" #include "Enums/RRDARPEnums.h"
#include "Resources/FGItemDescriptor.h" #include "Resources/FGItemDescriptor.h"
@ -104,7 +103,6 @@ public:
void ReCacheDSModAdapterDataAssets(); void ReCacheDSModAdapterDataAssets();
void ReCacheDSAdapterCoversDataAssets(); void ReCacheDSAdapterCoversDataAssets();
void ReCacheDSItemFilters(); void ReCacheDSItemFilters();
void ReCacheSolarPowerDataAssets();
public: public:
// Dirt Functions // Dirt Functions
@ -213,9 +211,6 @@ public:
UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP") UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
TArray<URRDAHeaterDataAsset*> GetAllHeaterAssets(ERRDAHeaterType Type) const; TArray<URRDAHeaterDataAsset*> GetAllHeaterAssets(ERRDAHeaterType Type) const;
UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|Solar")
TArray<URRDADataAssetSolarPower*> GetAllSolarPowerAssets() const;
public: public:
/** /**
* Find all data assets of a specific class * Find all data assets of a specific class
@ -247,9 +242,6 @@ public:
UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset") UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
TMap<ERRDAHeaterType, FRRDADataHolderHeaterData> mHeaterAssets; TMap<ERRDAHeaterType, FRRDADataHolderHeaterData> mHeaterAssets;
UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
TArray<URRDADataAssetSolarPower*> mSolarPowerAssets;
UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset") UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
TSet<URRDADataAssetBase*> mDisabledDataAssets; TSet<URRDADataAssetBase*> mDisabledDataAssets;

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@ -1 +1 @@
1.0.7 1.0.2