


All notable changes to Valheim Prefab Parser are documented here.
ZNetScene.Awake, before ObjectDB had time to populate. Now a coroutine waits
until ObjectDB.instance.m_items.Count > 0 before starting. Singleplayer and
multiplayer (via CopyOtherDB fallback patch) both handled correctly.Resources.FindObjectsOfTypeAll filter
parent == null was discarding child objects inside prefabs (meshes, colliders,
LOD levels). Filter removed; total count is now back to ~6000+.m_boss — replaced GetField("m_boss") with direct
access to the public field character.m_boss. Faster and more robust.List.Contains inside the collection loop replaced
with HashSet<int> keyed on GetInstanceID(). O(1) per lookup.ParseSync and ParseCoroutine previously both contained
a full copy of the formatting logic. Extracted into a shared BuildContent() method..dll instead of the
root plugins/ folder..csproj; the mod has no runtime
dependency on Jotunn.IncludeComponentList config option — when enabled, prints every component on
each prefab. Useful for deep inspection. Disabled by default (keeps file small).WaitForObjectDBAndParse — if ObjectDB never becomes ready,
parsing proceeds with whatever data is available and logs a warning.22_Minerals now also catches MineRock5, 32_SFX added for
audio-only prefabs without a ZNetView.ParticleSystem component first; name-based
fallback (vfx_, sfx_, fx_) is secondary.yyyy-MM-dd HH:mm:ss format.ObjectDB, ZNetScene, and Resources.