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Change simulation update order to accommodate mod API changes
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SE 1.204 changed mech block attach/detach methods to only accept updates once per tick. This change also apparently makes it sensitive to the timing of the update, as well as speed. Updating before sim doesn't work, but during and after work just fine.
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ZachHembree committed May 15, 2024
1 parent e1b9eaa commit 7186c9b
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion BuildVision2/Data/Scripts/BuildVision2/BuildVision2.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ namespace DarkHelmet.BuildVision2
/// <summary>
/// Build Vision main class
/// </summary>
[MySessionComponentDescriptor(MyUpdateOrder.BeforeSimulation, -1)]
[MySessionComponentDescriptor(MyUpdateOrder.AfterSimulation, -1)]
public sealed partial class BvMain : ModBase
{
public const string modName = "Build Vision";
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2 changes: 1 addition & 1 deletion BuildVision2/Data/Scripts/BuildVision2/Server/BvServer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -97,7 +97,7 @@ public static void SendEntityActionToServer(BvServerActions actionID, long entID
/// <summary>
/// Sends an entity action to be executed on the server
/// </summary>
public static void SendEntityActionToServerInternal(BvServerActions actionID, long entID, Action<byte[]> callback = null, bool uniqueCallback = true)
private static void SendEntityActionToServerInternal(BvServerActions actionID, long entID, Action<byte[]> callback = null, bool uniqueCallback = true)
{
int callbackID = -1;

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