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CHANGELOG.md

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RL2.ModLoader Changelog

v1.0.4

Additions:

  • All installed mods and their versions are displayed below the RL2.ModLoader version number

v1.0.3

Changes:

  • All RL2.ModLoader detours now have their own IDs

v1.0.2

Bug fixes:

  • Commands are now loaded from standalone mods correctly
  • ModManifest sorting
  • Command invoking now works properly

Changes:

  • The mod loaders version is now displayed in a new line after the game version
  • Entries specified in LoadAfter property of a mod manifest are now logged before mod loading

Additions:

  • Builtin create-mod command
    • Usage /create-mod [ModName - required] [Author - optional]
    • Creates base project files for an independent mod
  • Builtin show-mods command
    • Usage /show-mods
    • Displays a list of all enabled mods and their versions

v1.0.1

  • Bug fixes:
    • Load order issues, again

v1.0.0

  • Bug fixes:
    • Load order
    • enabled.json creation fail
  • Finish the separation started in 0.1.0
  • RL2.ModLoader version display in title screen is back

v0.1.0

  • Separated the mod loader and API from th main games asembly.
    • This should allow for an easier compilation process for contributors/self-sufficeint modders.
  • Split the mod loader into two projects: RL2.ModLoader and RL2.API.
    • This would allow modders to choose not to use the API, but create an alternate framework or not use one at all and hook everything themselves.
      • If a modder chooses not to use the API they get more freedom in how to structure their project, for a cost of potentially more work.
      • Mods not using RL2.API are related to as not API compliant.
    • Provided RL2.ModLoader.DevSetup for easier developer setup.
    • Provided RL2.ModLoader.Installer for easier installation.
  • All features ported to the new version
  • RL2.ModLaoder now works on both the Epic Games Store and the Steam version of the game

v0.0.2

  • Moved to .NET Framework 4.8
  • MonoMod is now included alongside the API releases.
  • Added ModifyGeneratedCharacterData method to ModSystem.
    • Ran after a heir is generated, allows for modyfying data of that heir.
  • Added ModifyCharacterRandomization.
    • Ran each time a heir is generated with the Contrarian trait (before GenerateRandomCharcter ends).
    • Ran each time a Transmogrifier is picked up.
  • Fixed ModifyRoomIcon changes not applying after death.

v0.0.1-alpha-4

  • Fixed ModifyRoomIcon changes not applying after world reload.
  • Fixed mod map icons not being offset properly.
  • Fixed older versions of Assembly-CSharp beig copied as references during decompilation.

v0.0.1-alpha-3

  • Added ModSystem.ModifyRoomIcon.
    • Allows to set a map icon for a room that is passed in as the argument.
  • XML documentation is now generated on build and provided alongside the release.

v0.0.1-alpha-2

  • Fixes to generate-mod-skeleton.
    • The generated *.csproj file is now valid.
    • Generated *.mod.json file is now using pretty JSON format and follows symantic versioning rules.
    • Change default path to mod assembly to default VS2022 path (bin\Debug\net40\*.dll).
  • Added warning in logs when an assembly sepcified in a *.mod.json file doesn't exist.
  • Fixed a bug during mod loading that could set the Mod.Path variable to incorrect value.
  • Fixed PreKill - now returning true causes the entity to stay at 1HP.
  • Added SwapTexture method.
    • Takes in an instance of the texture you want to change on the enemy and a replacement, then it performs the swap.

v0.0.1-alpha

  • Initial release