Allow mods to set rulers to wait on specific missions#772
Merged
robojumper merged 8 commits intoX2CommunityCore:masterfrom Mar 2, 2020
Merged
Allow mods to set rulers to wait on specific missions#772robojumper merged 8 commits intoX2CommunityCore:masterfrom
robojumper merged 8 commits intoX2CommunityCore:masterfrom
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robojumper
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Feb 12, 2020
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The components version/presence check needs updating too.
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We may need to also add something to this part (where? OPTC? CreateTemplates?): |
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Mar 2, 2020
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Shouldn't we deprecate the templates and here instead use the classes for XComGame and Engine too?
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I think that would be more suitable for a separate PR |
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Mar 2, 2020
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... modulo Docs. |
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@robojumper docs added, should be ready for merging. I suggest we don't delay that, since this PR has code that other stuff relies on (eg. #790, #764 for the new version check infrastructure) |
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Closes #771
This PR removes the old separate-component-based DLC CHL approach. It was confirmed that if one doesn't own DLC2, the replacement package doesn't load, as such I decided to ship it together with main CHL for better player UX. Log comparison:
Possible conflicts:
DLC_2.u. Don't think we can do much here but I also don't think this is the case+NonNativePackages=DLC_2in config. I think it's safe to assume that such mod will have DLC2 in the requirements list and thus not installed by non-DLC2-owners@robojumper plz review. I suggest looking at individual commits for easier understanding of what's happening
TODO: