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RugbugRedfern committed Apr 9, 2024
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3 changes: 3 additions & 0 deletions MyceliumNetworkingForCW/ts-assets/CHANGELOG.md
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All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## 1.0.9
- Updated README

## 1.0.8
- Registering LobbyData and PlayerData keys before accessing them is now optional. This makes dynamic keys easier to use, but you should always register your keys when you know them at compile time, or the LobbyDataUpdated and PlayerDataUpdated callbacks will not fire for them.

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5 changes: 3 additions & 2 deletions README.md
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[![GitHub Actions Workflow Status](https://img.shields.io/github/actions/workflow/status/RugbugRedfern/Mycelium-Networking-For-Content-Warning/build.yml?style=for-the-badge&logo=github)](https://github.com/RugbugRedfern/Mycelium-Networking-For-Content-Warning/actions/workflows/build.yml)
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[![Thunderstore Version](https://img.shields.io/thunderstore/v/RugbugRedfern/MyceliumNetworking?style=for-the-badge&logo=thunderstore&logoColor=white)](https://thunderstore.io/c/content-warning/p/RugbugRedfern/MyceliumNetworking/)
[![NuGet Version](https://img.shields.io/nuget/v/RugbugRedfern.MyceliumNetworking.CW?style=for-the-badge&logo=nuget)](https://www.nuget.org/packages/RugbugRedfern.MyceliumNetworking.CW)

## A note
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LobbyData and PlayerData are Steam features that allow you to define synced variables associated with the lobby (perfect for config syncing) or individual players. Mycelium provides an easy way to interface with them.

### Lobby Data
To use lobby data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the LobbyDataUpdated to fire when that key's value is change.
To use lobby data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the LobbyDataUpdated callback to fire when that key's value is changed.
```cs
void Awake()
{
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### Player Data
Player data is the same as lobby data, but associated with specific players.

To use player data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the PlayerDataUpdated to fire when that key's value is change.
To use player data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the PlayerDataUpdated callback to fire when that key's value is changed.
```cs
void Awake()
{
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