Update steamworks.

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

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:282b9a981a6bdb4bc83548cf221b837a7ca210d6b7097b5957295779153046d9
size 551424
oid sha256:406007dd902fbd6a29dd1939f4126de357b613e8921ac4fad833e53f5ae5669d
size 572928

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3ffd5813d91aefd459583d77d2e49ddd
guid: 2b1c088c92baac74d8192ad58cd144e3
DefaultImporter:
externalObjects: {}
userData:

View File

@ -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

View File

@ -1,24 +0,0 @@
{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.1/",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETStandard,Version=v2.1": {},
".NETStandard,Version=v2.1/": {
"Facepunch.Steamworks.Win32/1.0.0": {
"runtime": {
"Facepunch.Steamworks.Win32.dll": {}
}
}
}
},
"libraries": {
"Facepunch.Steamworks.Win32/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
}
}
}

View File

@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 455381c793db73ed2b65def5cd4efd8e
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:20b19e9a659f44a6e6668ad601249b726dc866ba38eb238bed35670a2352627d
size 551936

View File

@ -1,69 +0,0 @@
fileFormatVersion: 2
guid: 60ed0d550ff7d663985e20301b81ce41
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
: Any
second:
enabled: 0
settings:
Exclude Editor: 1
Exclude Linux64: 1
Exclude OSXUniversal: 1
Exclude Win: 0
Exclude Win64: 1
- first:
Any:
second:
enabled: 0
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: Windows
- first:
Standalone: Linux64
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: OSXUniversal
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: Win
second:
enabled: 1
settings:
CPU: x86
- first:
Standalone: Win64
second:
enabled: 0
settings:
CPU: None
- first:
Windows Store Apps: WindowsStoreApps
second:
enabled: 0
settings:
CPU: AnyCPU
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:6534bd53394e8f34d3f2161662f337d29022ae9acf54cf03e98f119f6ae4302f
size 551936
oid sha256:c69910b490cc7404bd993a180fad74174dc8a498e6f99b4d115f7ed5ac04f305
size 574464

Binary file not shown.

View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: c4fc333c3efe5fcdea13a4320a2a6754
TextScriptImporter:
guid: 6dc4da5c46de71343bb63bb73292dffa
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:

View File

@ -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

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:c0cc3d2802e5f2463bfa0046c41d2f65a6335baaeefbba6c7dbd5681d5ca7c46
size 421001
oid sha256:b343f8be18ad3b2ddb26f64f157f0cb6a8f84777f129160c7fb2cf83d6aba787
size 386864

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:88dc79403f68e81b6674c927ed362ef3cf69046f587ed009fdc6ad85d85e97f2
size 610128
oid sha256:b2260d2b2ff6ac8d2d10770047967ceb18022fc5c27f94e3246bd7d2a1da82c0
size 414656

View File

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:ade6c83675cd13bac18a6cb6137e82c15ab22e64c6a30ecbfd26b744afea2236
size 266128

View File

@ -1,89 +0,0 @@
fileFormatVersion: 2
guid: f47308500f9b7734392a75ff281c7457
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
'': Any
second:
enabled: 0
settings:
Exclude Editor: 0
Exclude Linux: 0
Exclude Linux64: 0
Exclude LinuxUniversal: 0
Exclude OSXUniversal: 0
Exclude Win: 0
Exclude Win64: 1
- first:
Any:
second:
enabled: 1
settings: {}
- first:
Editor: Editor
second:
enabled: 1
settings:
CPU: x86
DefaultValueInitialized: true
OS: Windows
- first:
Facebook: Win
second:
enabled: 0
settings:
CPU: AnyCPU
- first:
Facebook: Win64
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: Linux
second:
enabled: 1
settings:
CPU: x86
- first:
Standalone: Linux64
second:
enabled: 1
settings:
CPU: x86_64
- first:
Standalone: LinuxUniversal
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: OSXUniversal
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: Win
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: Win64
second:
enabled: 0
settings:
CPU: None
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:e2c2eedfef904fd5a2e0f59705715ead65e4b0a7b55b7ef30918efa406251331
size 372480

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:1db3fd414039d3e5815a5721925dd2e0a3a9f2549603c6cab7c49b84966a1af3
size 298384
oid sha256:670d654aa3255c5061cf0236a1cdbb2f5076cbd5ae44f613b6f4921558e83e2d
size 319584

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:ce0e879d7766ed64b1749bc0449414fc1d8a9de368868fee4c9134e43e345926
size 369298
oid sha256:61e66e40733ded9dcfed70eff237aa76be32b111f90f659395d19fb28eb94cbb
size 377686