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Initial saving fix for Godot 4 and swapped randoms to xoshiro (Revolu…
…tionary-Games#4959) * Removed some outdated comments * New random converter for xoshiro based random * style_guide.md update to not use `System.Random` * Switched all Random instantiations that matter to xoshiro * Fixed platform detection for new Linux name * Added some max lengths to save list item fields to prevent bad save data from messing up the GUI * Fixed HUD save load crash * Ignoring a bunch of new Godot node properties and disabled group saving as there's currently no code relying on dynamically changing node group allocations * Fixed callback converter trying to convert things infinitely and just now write the method name like is used on load to determine the target * Fixed saving a bunch of unintended things for cell stat indicators * Fixed loading LocalizedStringBuilder from saves * Fixed random converter loading randoms
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@@ -44,6 +44,8 @@ System.Numerics.Vectors: MIT License Copyright (c) .NET Foundation and Contribut | |
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SharpZipLib: MIT License Copyright © 2000-2018 SharpZipLib Contributors | ||
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XoshiroPRNG.Net: Released into the public domain by Pandu POLUAN | ||
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Nito.Collections.Deque: MIT License Copyright (c) 2015 Stephen Cleary | ||
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FastNoiseLite: MIT License Copyright(c) 2020 Jordan Peck ([email protected]), | ||
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