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3 Commits
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| 0aea87dcea | |||
| 385dc543ad | |||
| b309136b5c |
@@ -1,3 +1,7 @@
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## 1.0.4 (December 17, 2024)
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- feat: Bump sml version
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- feat: Mod Adapter struct updates
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## 1.0.3 (November 30, 2024)
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## 1.0.3 (November 30, 2024)
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- feat: Changed forms to array
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- feat: Changed forms to array
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@@ -1,8 +1,8 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"Version": 1,
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"Version": 1,
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"VersionName": "1.0.3",
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"VersionName": "1.0.4",
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"SemVersion": "1.0.3",
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"SemVersion": "1.0.4",
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"FriendlyName": "Refined R&D Api",
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"FriendlyName": "Refined R&D Api",
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"Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods",
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"Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods",
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"Category": "Modding",
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"Category": "Modding",
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@@ -26,7 +26,7 @@
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{
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{
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"Name": "SML",
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"Name": "SML",
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"Enabled": true,
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"Enabled": true,
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"SemVersion": "^3.8.0"
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"SemVersion": "^3.9.0"
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}
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}
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],
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],
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"GameVersion": ">=377620"
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"GameVersion": ">=377620"
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@@ -8,4 +8,5 @@ enum class ERRDADSInventorySlotAccessInteraction : uint8
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Ignore,
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Ignore,
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ImportToNetworkFromSlot,
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ImportToNetworkFromSlot,
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ExportFromNetworkToSlot,
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ExportFromNetworkToSlot,
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LetPlayerDecide,
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};
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};
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@@ -65,6 +65,10 @@ public:
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*/
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mAutomaticallySetFromSlotItemFilter = false;
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bool mAutomaticallySetFromSlotItemFilter = false;
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/* This slot will represent the full inventory and will access all inventory slots */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mSlotRepresentsFullInventory = false;
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};
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};
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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@@ -88,4 +92,8 @@ public:
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/* The Inventory slots to allow access to Digital Storage */
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/* The Inventory slots to allow access to Digital Storage */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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/* Use the inventory on the universal adapter instead of the building adapter */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mUseAdapterInventory = false;
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};
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};
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