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LethalEditor

[Fixed] The ultimate editing tool for Lethal Company and mods. (For advanced users.)

CHANGELOG

1.2.x (LATEST)

v1.2.2 - Most Stable

  • Accidentally set the filter wrong to fix the occasional crashing, sorry, but this should be it.

v1.2.1 (Non-working)

  • Forgot to change the version number previously.
  • Set the wrong variable for settings.
  • I MAY of fixed the occasional crashing. (I don't get it at all, so this is a shot in the dark, but due to v1.1.11 and v1.2.0 being messed up in certain ways lead me to believe that my solution may work.

v1.2.0 (Non-working)

  • Reduced code down a lot more, the main code is only like ~150 lines, now it is harder for me to make a mistake, but now it is very easy for an issue to impact the stability of the entire thing.
  • I fixed an issue with v1.1.11 where settings literally did not apply at all, apologies for such, I wished I had caught it sooner, but it is hard when you have it tell you things applied, but there is so much stuff to actually check. I'm just glad that it didn't break people's game this time.
  • This should've been a v1.2.x release since v1.1.7 because I did a pretty big rewrite (LethalEditor used to be like 500+ lines of code.), so I'm doing it now with v1.2.0 being properly fixed and simplified even more.
  • I have new plans that add onto my old ones to make things easier for users of LethalEditor, so stay tuned.
1.1.x (UNSTABLE) (Do not use any versions here if you want to make sure everything works properly.)

v1.1.11 - Most Stable (I don't know when, but I accidentally made it where LethalEditor no longer applied settings, it just showed the settings.)

  • Improved custom content mod compatibility.
  • Improved LethalEditor's reliability with applying changes.
  • Performance improvements.
  • Faster load times after each time it loads new stuff.
  • Final version before I turn this into a proper API where it can easily replace models, sounds, images, etc. (Though I may add more classes to configure as well.)
  • I didn't rush this, I did everything I wanted to do, so now it should work completely as intended, but now I will be redirecting my focus to LethalModManager, but please notify me of any additional issues that may pop up. My code has been simplified a lot, so it reduces the amount of failing points for me to examine.

v1.1.10 (Stable, but didn't work the greatest with specific custom content mods.)

  • Did some other stuff, but the main change was me just making everything not ignore settings. (Had it on for debugging, completely forgot since I'm trying to get LethalEditor over with to work on LethalModManager, I apologize, I didn't have any issues when testing, the bugs became more apparent when other mods were added on.)

v1.1.9 (Unstable with mods, accidentally had everything run regardless of settings.)

  • Locked number regions for AnimationCurve's save type to en-US. (ex: 1000.32 will no longer be 1000,32 in other regions.)
  • Fixed missing mods causing a slim chance of things not spawning. (Also made it just not show the missing mods in the list anymore.)

v1.1.8 (All Issues Seemingly Fixed)

  • Fixed a certain filter in the previous update, which caused all settings to be hidden.
  • Crashing should be even less likely now.
  • Added a new setting called IgnoreOverlap, which (when set to true) will be more likely to apply changes no matter what, but at the cost of screwing up your DefaultValue, and maybe a little performance. (This is just an option if mods want to try to overwrite something that LethalEditor is supposed to change.)
  • I readded my basic error prevention because some mods like to be annoying.
  • Made it completely ignore empty names of things.

v1.1.7 (Messed up.)

  • Crashing should be completely fixed regardless of how good your CPU is!
  • Simplified the code DRASTICALLY.

v1.1.6 (Further optimizations when applying settings.)

  • Things should be more stable in general, but weirdly nothing is faster(?), but at least applying settings is definitely better.
  • To note: Idk why, but the game reloads resources multiple times as new objects, so my checks to make sure it doesn't reapply to the same objects for optimization reasons doesn't work as much as I intended, but at least it mostly works?
  • The last update didn't seem to be the most stable, but this version I didn't have any crashing occur, so it might be fine?

v1.1.5 (Do not use any other versions of v1.1.x other than this one or newer.)

  • This now runs after each scene is loaded, meaning it is more likely to get everything including mods.
  • Properly updated the BepInEx mod version. (It was 1.1.1 for a while.)

v1.1.4 (This seemed to have stopped working after v47.)

  • Undid a stupid change, and did it better. (If you join a server, it will not create configs, only load existing regardless of settings unless set to DoNotRun.)

v1.1.3 (Performance Update)

  • Did some performance improvements.
  • Made the None option more properly skip configs. (Now also called DoNotRun.)
  • Changed LoadSettings.cfg to EditorSettings.cfg to help with confusion due to each config having a property named LoadSettings.
  • Changed value names for config behavior to help with confusion.

v1.1.2 (Fixed Unwanted TerminalNodes Loading)

  • Fixed the logic with TerminalNodes so that it doesn't create files regardless.

v1.1.1 (Mod Compatibility Fix)

  • Fixed a few things for compatibility with mods.
  • Also fixed ConfigEnabled being set to true by default.

v1.1.0 (Massive Update)

  • A lot... like a lot, a lot...
1.0.x (RELEASE)

v1.0.1 (Fixed Unwanted ItemSettings Applying)

  • Fixed all ItemSettings be enabled by default, I accidentally left that on from testing. You can delete all of the Items files that you have not changed to quickly have everything set back to false. (Items are set to defaults, but also set before any mods typically intervene anyway.)

v1.0.0 (Release)

  • Adding a whole lot more soon, just wanted to quickly get the framework out.