Update steamworks.

This commit is contained in:
2025-03-01 17:13:45 +01:00
parent cec35efb46
commit 9f90876412
20 changed files with 325 additions and 4362 deletions

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@ -1037,6 +1037,14 @@
Remove this server from our favourite list
</summary>
</member>
<member name="M:Steamworks.ISteamMatchmakingServers.HasServerResponded(Steamworks.Data.HServerListRequest,System.Int32)">
<summary>
Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap
</summary>
<param name="hRequest"></param>
<param name="iServer"></param>
<returns></returns>
</member>
<member name="P:Steamworks.ConnectionManager.Interface">
<summary>
An optional interface to use instead of deriving
@ -2855,6 +2863,109 @@
<param name="steamid">The SteamId of the user to store stats for.</param>
<returns>A task describing the progress and result of the commit.</returns>
</member>
<member name="M:Steamworks.SteamTimeline.SetTimelineTooltip(System.String,System.Single)">
<summary>
Sets a description for the current game state in the timeline. These help the user to find specific moments in the timeline when saving clips. Setting a
new state description replaces any previous description.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.ClearTimelineTooltip(System.Single)">
<summary>
Clears the previous set game state in the timeline.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddInstantaneousTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark an event on the Timeline. This event will be instantaneous. (See <see cref="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)"/> to add events that happened over time.)
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark an event on the Timeline that takes some amount of time to complete.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark the start of an event on the Timeline that takes some amount of time to complete. The duration of the event is determined by a matching call
to <see cref="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)"/>. If the game wants to cancel an event in progress, they can do that with a call to <see cref="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.UpdateRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.String,System.String,System.String,System.UInt32,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to update the details of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)">
<summary>
Use this to identify the end of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)">
<summary>
Use this to remove a Timeline event that was previously added.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.DoesEventRecordingExist(Steamworks.Data.TimelineEventHandle)">
<summary>
Use this to determine if video recordings exist for the specified event. This can be useful when the game needs to decide whether or not to show a control
that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.StartGamePhase">
<summary>
Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game
to game, but the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the main way a user
would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases
should be used to mark sections of gameplay that the user might be interested in watching.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.EndGamePhase">
<summary>
Use this to end a game phase that was started with <see cref="M:Steamworks.SteamTimeline.StartGamePhase"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetGamePhaseId(System.String)">
<summary>
The phase ID is used to let the game identify which phase it is referring to in calls to <see cref="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)"/> or
<see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>. It may also be used to associated multiple phases with each other.
</summary>
<param name="phaseId">A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a single player game, the ID of a character, etc.</param>
</member>
<member name="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)">
<summary>
Use this to determine if video recordings exist for the specified game phase. This can be useful when the game needs to decide whether or not to show a control that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddGamePhaseTag(System.String,System.String,System.String,System.UInt32)">
<summary>
Use this to add a game phase tag. Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, game mode, etc. Tags can have an icon
in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, this may be called multiple times for a "Bosses Defeated" group,
with different names and icons for each boss defeated during the phase, all of which will be shown to the user.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetGamePhaseAttribute(System.String,System.String,System.UInt32)">
<summary>
Use this to add a game phase attribute. Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant to be used for phase metadata
that is not part of a well defined set of options. For example, a KDA attribute that starts with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character
name. Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetTimelineGameMode(Steamworks.TimelineGameMode)">
<summary>
Changes the color of the timeline bar. See <see cref="T:Steamworks.TimelineGameMode"/> for how to use each value.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)">
<summary>
Opens the Steam overlay to the section of the timeline represented by the game phase.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)">
<summary>
Opens the Steam overlay to the section of the timeline represented by the timeline event. This event must be in the current game session, since <see cref="T:Steamworks.Data.TimelineEventHandle"/> values are not
valid for future runs of the game.
</summary>
</member>
<member name="T:Steamworks.SteamUGC">
<summary>
Functions for accessing and manipulating Steam user information.
@ -2966,7 +3077,12 @@
</member>
<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
<summary>
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)"/>.
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)"/>.
</summary>
</member>
<member name="E:Steamworks.SteamUser.OnGetTicketForWebApiResponse">
<summary>
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)"/>.
</summary>
</member>
<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
@ -3034,12 +3150,25 @@
Advanced and potentially fastest version - incase you know what you're doing
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket">
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket(Steamworks.Data.NetIdentity)">
<summary>
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)">
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)">
<summary>
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
This waits for a positive response from the backend before returning the ticket. This means
the ticket is definitely ready to go as soon as it returns. Will return <see langword="null"/> if the callback
times out or returns negatively.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApi(System.String)">
<summary>
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)">
<summary>
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
This waits for a positive response from the backend before returning the ticket. This means
@ -3169,10 +3298,8 @@
</member>
<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
<summary>
Asynchronously request the user's current stats and achievements from the server.
You must always call this first to get the initial status of stats and achievements.
Only after the resulting callback comes back can you start calling the rest of the stats
and achievement functions for the current user.
This call is no longer required as it is managed by the Steam client. The game stats and achievements
will be synchronized with Steam before the game process begins.
</summary>
</member>
<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
@ -3507,6 +3634,27 @@
Returns true if this friend is marked as snoozing
</summary>
</member>
<member name="P:Steamworks.Friend.Name">
<summary>
Returns the player's current Steam name.
<remarks>
Steam returns nicknames here if "Append nicknames to friends' names" is disabled in the Steam client.
</remarks>
</summary>
</member>
<member name="P:Steamworks.Friend.Nickname">
<summary>
Returns the nickname that was set for this Steam player, if any.
<remarks>
Steam will never return nicknames if "Append nicknames to friends' names" is disabled in the Steam client.
</remarks>
</summary>
</member>
<member name="P:Steamworks.Friend.NameHistory">
<summary>
Returns the player's Steam name history.
</summary>
</member>
<member name="M:Steamworks.Friend.InviteToGame(System.String)">
<summary>
Invite this friend to the game that we are playing

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@ -1037,6 +1037,14 @@
Remove this server from our favourite list
</summary>
</member>
<member name="M:Steamworks.ISteamMatchmakingServers.HasServerResponded(Steamworks.Data.HServerListRequest,System.Int32)">
<summary>
Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap
</summary>
<param name="hRequest"></param>
<param name="iServer"></param>
<returns></returns>
</member>
<member name="P:Steamworks.ConnectionManager.Interface">
<summary>
An optional interface to use instead of deriving
@ -2855,6 +2863,109 @@
<param name="steamid">The SteamId of the user to store stats for.</param>
<returns>A task describing the progress and result of the commit.</returns>
</member>
<member name="M:Steamworks.SteamTimeline.SetTimelineTooltip(System.String,System.Single)">
<summary>
Sets a description for the current game state in the timeline. These help the user to find specific moments in the timeline when saving clips. Setting a
new state description replaces any previous description.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.ClearTimelineTooltip(System.Single)">
<summary>
Clears the previous set game state in the timeline.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddInstantaneousTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark an event on the Timeline. This event will be instantaneous. (See <see cref="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)"/> to add events that happened over time.)
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark an event on the Timeline that takes some amount of time to complete.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to mark the start of an event on the Timeline that takes some amount of time to complete. The duration of the event is determined by a matching call
to <see cref="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)"/>. If the game wants to cancel an event in progress, they can do that with a call to <see cref="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.UpdateRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.String,System.String,System.String,System.UInt32,Steamworks.TimelineEventClipPriority)">
<summary>
Use this to update the details of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)">
<summary>
Use this to identify the end of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)">
<summary>
Use this to remove a Timeline event that was previously added.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.DoesEventRecordingExist(Steamworks.Data.TimelineEventHandle)">
<summary>
Use this to determine if video recordings exist for the specified event. This can be useful when the game needs to decide whether or not to show a control
that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.StartGamePhase">
<summary>
Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game
to game, but the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the main way a user
would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases
should be used to mark sections of gameplay that the user might be interested in watching.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.EndGamePhase">
<summary>
Use this to end a game phase that was started with <see cref="M:Steamworks.SteamTimeline.StartGamePhase"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetGamePhaseId(System.String)">
<summary>
The phase ID is used to let the game identify which phase it is referring to in calls to <see cref="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)"/> or
<see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>. It may also be used to associated multiple phases with each other.
</summary>
<param name="phaseId">A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a single player game, the ID of a character, etc.</param>
</member>
<member name="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)">
<summary>
Use this to determine if video recordings exist for the specified game phase. This can be useful when the game needs to decide whether or not to show a control that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.AddGamePhaseTag(System.String,System.String,System.String,System.UInt32)">
<summary>
Use this to add a game phase tag. Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, game mode, etc. Tags can have an icon
in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, this may be called multiple times for a "Bosses Defeated" group,
with different names and icons for each boss defeated during the phase, all of which will be shown to the user.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetGamePhaseAttribute(System.String,System.String,System.UInt32)">
<summary>
Use this to add a game phase attribute. Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant to be used for phase metadata
that is not part of a well defined set of options. For example, a KDA attribute that starts with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character
name. Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.SetTimelineGameMode(Steamworks.TimelineGameMode)">
<summary>
Changes the color of the timeline bar. See <see cref="T:Steamworks.TimelineGameMode"/> for how to use each value.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)">
<summary>
Opens the Steam overlay to the section of the timeline represented by the game phase.
</summary>
</member>
<member name="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)">
<summary>
Opens the Steam overlay to the section of the timeline represented by the timeline event. This event must be in the current game session, since <see cref="T:Steamworks.Data.TimelineEventHandle"/> values are not
valid for future runs of the game.
</summary>
</member>
<member name="T:Steamworks.SteamUGC">
<summary>
Functions for accessing and manipulating Steam user information.
@ -2966,7 +3077,12 @@
</member>
<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
<summary>
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)"/>.
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)"/>.
</summary>
</member>
<member name="E:Steamworks.SteamUser.OnGetTicketForWebApiResponse">
<summary>
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)"/>.
</summary>
</member>
<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
@ -3034,12 +3150,25 @@
Advanced and potentially fastest version - incase you know what you're doing
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket">
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket(Steamworks.Data.NetIdentity)">
<summary>
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)">
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)">
<summary>
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
This waits for a positive response from the backend before returning the ticket. This means
the ticket is definitely ready to go as soon as it returns. Will return <see langword="null"/> if the callback
times out or returns negatively.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApi(System.String)">
<summary>
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
</summary>
</member>
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)">
<summary>
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
This waits for a positive response from the backend before returning the ticket. This means
@ -3169,10 +3298,8 @@
</member>
<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
<summary>
Asynchronously request the user's current stats and achievements from the server.
You must always call this first to get the initial status of stats and achievements.
Only after the resulting callback comes back can you start calling the rest of the stats
and achievement functions for the current user.
This call is no longer required as it is managed by the Steam client. The game stats and achievements
will be synchronized with Steam before the game process begins.
</summary>
</member>
<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
@ -3507,6 +3634,27 @@
Returns true if this friend is marked as snoozing
</summary>
</member>
<member name="P:Steamworks.Friend.Name">
<summary>
Returns the player's current Steam name.
<remarks>
Steam returns nicknames here if "Append nicknames to friends' names" is disabled in the Steam client.
</remarks>
</summary>
</member>
<member name="P:Steamworks.Friend.Nickname">
<summary>
Returns the nickname that was set for this Steam player, if any.
<remarks>
Steam will never return nicknames if "Append nicknames to friends' names" is disabled in the Steam client.
</remarks>
</summary>
</member>
<member name="P:Steamworks.Friend.NameHistory">
<summary>
Returns the player's Steam name history.
</summary>
</member>
<member name="M:Steamworks.Friend.InviteToGame(System.String)">
<summary>
Invite this friend to the game that we are playing

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