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TeamMoonstorm-MoonstormSharedUtils-0.8.0 icon

MoonstormSharedUtils

Utils used by TeamMoonstorm members.

Date uploaded 2 years ago
Version 0.8.0
Download link TeamMoonstorm-MoonstormSharedUtils-0.8.0.zip
Downloads 37299
Dependency string TeamMoonstorm-MoonstormSharedUtils-0.8.0

This mod requires the following mods to function

RiskofThunder-R2API_Networking-1.0.2 icon
RiskofThunder-R2API_Networking

Networking API around the Unity UNet Low Level API (LLAPI)

Preferred version: 1.0.2
RiskofThunder-R2API_ArtifactCode-1.0.1 icon
RiskofThunder-R2API_ArtifactCode

API for making Artifact Codes

Preferred version: 1.0.1
RiskofThunder-R2API_Colors-1.0.1 icon
RiskofThunder-R2API_Colors

API for registering Colors to the game

Preferred version: 1.0.1
RiskofThunder-R2API_Addressables-1.0.3 icon
RiskofThunder-R2API_Addressables

R2API Submodule for implementing Addressables functionality

Preferred version: 1.0.3
RiskofThunder-R2API_StringSerializerExtensions-1.0.0 icon
RiskofThunder-R2API_StringSerializerExtensions

Increased string serializer support

Preferred version: 1.0.0
Smooth_Salad-ShaderSwapper-1.0.1 icon
Smooth_Salad-ShaderSwapper

A lightweight library for upgrading stubbed shaders to actual shaders at runtime.

Preferred version: 1.0.1
RiskofThunder-R2API_Core-5.1.1 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.1.1
RiskofThunder-R2API_Elites-1.0.4 icon
RiskofThunder-R2API_Elites

API for adding custom elite types

Preferred version: 1.0.4
RiskofThunder-R2API_RecalculateStats-1.4.0 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.4.0
RiskofThunder-R2API_Dot-1.0.3 icon
RiskofThunder-R2API_Dot

API for adding custom damage over time effects

Preferred version: 1.0.3
RiskofThunder-R2API_DamageType-1.1.2 icon
RiskofThunder-R2API_DamageType

API for registering damage types

Preferred version: 1.1.2
RiskofThunder-R2API_ContentManagement-1.0.6 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.6
Rune580-Risk_Of_Options-2.8.2 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.8.2
RiskofThunder-R2API_Stages-1.0.2 icon
RiskofThunder-R2API_Stages

API for Stage creation

Preferred version: 1.0.2
RiskofThunder-R2API_Director-2.3.1 icon
RiskofThunder-R2API_Director

API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour

Preferred version: 2.3.1
Nebby-LoadingScreenSpriteFix-2.0.0 icon
Nebby-LoadingScreenSpriteFix

API for adding new Loading Sprites to the Loading Screen, also fixes sprite overlapping

Preferred version: 2.0.0

README

Moonstorm Shared Utils

  • Moonstorm Shared Utils (Abreviated as MSU) is a library mod with the intention to help with the creation of mods, mainly ones that are developed through ThunderKit. The library mod is used by the members of TeamMoonstorm. But anyone can use it as long as they give credit.

Key Features


Modules

MSU was built to be a Modular based library, as such, MSU comes bundled with what are called "ModuleBases"

Module bases are basically "Hubs" for MSU to communicate between your content, and the game, a Module base has the main capability of automatically handling the behavior, and implementation of the content you desire to add. They're abstract by nature, so you must inherit from them to properly interact with the module.

Currently, MSU comes bundled with 11 Modules:

  • ArticatModule: Handles Artifacts and the unhooking and hooking of methods
  • BuffModule: Handles buffs and their itemBehaviors
  • CharacterModule: Handles CharacterBodies, alongside implementing Monsters to stages and Monster Families
  • DamageTypeModule: Handles ModdedDamageTypes from R2API's DamageAPI.
  • EliteModule: Handles Elites via a combination of it's systems and R2API's EliteAPI
  • InteractableModule: Handles all sorts of Interactables, alongside implementing them to stages
  • ItemDisplayModule: Handles the ItemDisplay related scriptable objects.
  • PickupModule: Handles Items and Equipments, alongside their behaviors and on use behaviors
  • ProjectileModule: Handles Projectiles
  • SceneModule: Handles Scenes, compatible with Rain of Stages
  • UnlockableModuleBase: Handles Unlockables and AchievementDefs

Module bases by themselves are extensible, so you can inherit from the "ModuleBase" class and create your own module.

Example of a mod implementing a module base can be found here.


Content Bases

In a nutshell, a "ContentBase" is a type of class that's used to represent some kind of Content from RiskOfRain2.

Most of the ContentBases dont do much by themselves, it is the duty of their respective ModuleBase to interact with the ContentBases given to it and implement their functionality ingame. They're abstract by nature, so you must inherit from them to properly create a new piece of content.

Currently, MSU Comes bundled with 13 ContentBases:

  • Artifact: A representation of an Artifact, has methods for unhooking and hooking to events for creating the artifact's behavior
  • Buff: A representation of a buff, utilizes ItemBehaviors for implementing said buff's behavior.
  • CharacterBase: a generic representation of a CharacterBody, you're probably looking for the two below
  • Survivor: A representation of a Survivor, inherits from CharacterBase
  • Monster: A representation of a Monster, inherits from CharacterBase
  • DamageType: A representation of a ModdedDamageType from R2Api's DamageAPI
  • Item: A representation of an Item, utilizes ItemBehaviors for implementing said item's behavior.
  • Equipment: A representation of an Equipment, has methods for handling the equipment's activation, can have an ItemBehavior for implementing custom behaviors.
  • EliteEquipment: A representation of an EliteEquipment, moreso an Elite itself.
  • Interactable: A representation of an Interactable
  • Projectile: A representation of a projectile
  • Scene: A representation of a Scene
  • Unlockable: A representation of an Unlockable and Achievement pair.

Content bases by themselves are extensible, so you can inherit from the "ContentBase" class and create your own


Scriptable Objects

MSU uses heavy use of ScriptableObjects for interacting with the game. these scriptable objects help the creation of content, or help by working alongside ror2's more sensible systems.

MSU comes bundled with 12 ScriptableObjects, these can be split into 5 categories.

  • General:

    • MSUnlockableDef: Used by the unlockable module, the MSUnlockableDef not only works as a regular UnlockableDef, but it can also be used to implement an Unlockable's AchievementDef.
    • SerializableDifficultyDef: A Serialized version of a DifficultyDef, Implementation of the difficulty itself is done thru R2API's DifficultyAPI
    • VanillaSkinDef: Can be used to create a skin for a vanilla character, avoids the needless implementation of doing a hook on the skindef's Awake method.
    • MSMonsterFamily: Allows for the creation of a custom monster family, it is implemented inside the CharacterModule and uses DirectorAPI to add them.
  • DirectorCards:

    • MSInteractableDirectorCard: Used alongside the Interactable module, the InteractableDirectorCard works as an extension of the InteractableSpawnCard, and has special fields that allow for implementation of the interactable on stages thru R2API's DirectorAPI.
    • MSMonsterDirectorCard: Used alongside the Character moudle, the MonsterDirectorCard works as an extension of the CharacterSpawnCard, and has special fields that allow for implementation of the monster on stages thru R2API's DirectorAPI
  • Elites:

    • MSEliteDef: an extended version of an EliteDef, the MSEliteDef has the ability to automatically set the Elite's ramp, on which vanilla tier it spawns, what overlays to use, Effects, and more.
    • SerializedEliteTierDef: (Coming Soon)
  • Events:

    • EventdirectorCard: A DirectorCard for MSU's EventDirector, holds information such as the Identifier, likelyhood of spawning, flags, required unlockables and more
    • EventSceneDeck: A Holder for EventDirectorCards, allows the end user to add new events to specific scenes.
    • (More information about events coming soon)
  • IDRS:

    • KeyAssetDisplayPairHolder: Used for handling the addition of key assets and display prefabs to the IDRS module
    • MSIDRS: A string based, serializable IDRS that's used in the editor. Replaces key assets and follower prefabs for strings that are used in the module's dictionaries.
    • MSSingleItemDisplayRule: a variation of the MSIDRS, the MSSIDRS works by handling a single key asset and a single display prefab, and can add it to as many item display rule sets as wanted.

Utilities, Interfaces, Attributes and More

MSU would not be a complete library without miscealeous tidbits that help boost the creation of mods, these range from the minimal, but useful, to the incredibly helpful.

  • MSDebug: MSU has a configuration option that enables debug features, these features are minimal but can help speedup the debugging of mods. it allows you to connect with a second instance of ror2, automatically deploys the no_enemies command from debug toolkit, adds components for helping with IDRS, and allows you to spawn the MaterialTester

  • MaterialTester: MSU comes bundled with KomradeSpectre's Runtime Material Controller. which allows you to insert a variety of materials that use Hopoo Shaders, and modify them in real time.

  • Interfaces: MSU uses a large amount of Interfaces for creating the ItemBehaviors for handling buffs, items, and more. These interfaces allow the mod creator to implement new ways of interacting with RoR2's Systems

    • IBodyStatArgModifier - Interface that allows the implementation of R2api's RecalculateStatsAPI.
    • IStatItemBehavior - A more primitive version of IBodyStatArgModifier, it basically allows you to run code that happens before and after the orig(self) of RecalculateStats
    • IOnIncomingDamageOtherServerReceiver - An interface used to modify the incoming damage of a soon to be victim in the damage report.
    • Comes with a fix for IOnKilledOtherServerReceiver, it'll no longer run code twice in a row
  • Attributes: MSU comes with attributes that can handle mild issues, and extremely annoying issues that come with creating mods.

    • DisabledContent: Does nothing by itself, put it on top of a content base inheriting class and MSU will ignore it.
    • TokenModifier: allows for the run-time modification of LanguageTokens by using String.Format(), allowing for changes in configuration to be displayed correctly in the Token itself. Requires the language to be loaded using ror2's systems, using R2API's language API will not work.
    • ConfigurableField: allows for the run-time creation of a Config entry of your mod. Easily make an aspect of an item configurable by placing this on a field.

Loaders

Due to the innate need of MSU to work with RoR2's systems, MSU also comes with so called "Loader" classes.

Loader classes allow the end user to easily load things like Assetbundles, Language files, and handle the Asynchronous loading of the mod using ContentPacks.

  • AssetsLoader: Class for handling loading assetbundles, contains method for automatically swapping the stubbed shaders from MoonstormSharedUtils and creation of EffectDefs.
  • ContentLoader: Class for handling loading your mod's content, it's main appeal is the ability to load and set up content asynchronously, instead of doing everything in Awake. Contains arrays of Actions for both Loading content and Setting static fields on static types, much like RoR2Content does.
  • LanguageLoader: Class for handling loading Language folders, automatically handles loading the Language files into the game's systems for use with the TokenModifier attribute.

Documentation & Sourcecode

  • The Documentation and Sourcecode can be found in MoonstormSharedUtil's Github Repository, which can be found here

Thanks and Credits

  • General Help and Advice: Twiner, KingEnderBrine, IDeathHD, Harb.
  • Contributors: KomradeSpectre.
  • Programmers: Nebby, KevinFromHPCustomerService.
  • Everyone from the Risk of Rain 2 community for appreciating my work.

Changelog

(Old Changelog can be found here)

'0.8.0'

  • Additions:
    • Added a method on MSUtil for playing a networked sound event def
    • The HGCloudRemap controller now has the option to modify the Src and Dst blend enums.
    • Revamped the CharacterModuleBase class
      • Now allows for proper implementation of Monsters, including having them spawn on stages
      • Added the MonsterDirectorCard scriptable object
  • Fixes:
    • Added missing Submodule dependency for UnlockableAPI and DirectorAPI
  • Other:
    • Moved the entire codebase and project to the github, instead of being inside Starstorm2's Github
    • Rewrote parts of the ReadMe

'0.7.0'

  • Additions:

    • Now finally comes bundled with proper XML based documentation, huzzah!
    • Added Assets, Content and Language Loaders
      • These classes handle external loading of assets, such as assetbundles and language files
      • ContentLoader works as a simplified version of a class implementing IContentPackProvider, and helps with loading content Asynchronously
  • Changes:

    • The AchievementDefs are now added directly to the game using R2API

'0.6.0'

  • Changes:

    • MSU no longer has any kind of dependency on AspectAbilities
    • MSU no longer handles the implementation of an aspect ability by itself
    • Removed dependency on Microsoft.Csharp
    • Event Director:
      • No longer should gain negative amounts of credits on custom difficulties with indexes on the negatives.
  • Additions

    • Interfaces:
      • Added IBodyStatArgModifier Interface
        • Used for interacting with R2Api's RecalculateStatsAPI
    • Unlockables:
      • Added an Unlockables Module
      • Unlockables module handles the implementation of UnlockableDefs and the creation of AchievementDefs
      • UnlockableDefs and Achievementdefs are made inside the MSUnlockableDef class
      • Unlockables are registered inside UnlockableBase classes. the norm is also having it's related Achievement as a nested class
      • Unlockables can have dependencies on other ContentBases
      • If a dependency is not enabled, the unlockable will not be added to the game
      • In case the dependency is a custom made content base, you can override OnFailedToCheck() method to handle it.
    • Interactables:
      • Added an Interactables Module
      • Interactable Module handles the implementation of custom Interactables to the game
      • Interactables are created from the MSInteractableDirectorCard, which itself inherits from the InteractableSpawnCard
      • Interactablkes are automatically added to stages via DirectorAPI

'0.5.1'

  • Fixed the Damn Readme file.

  • Changes:

    • EventAPI
      • Fixed the Director trying to spawn events when there where no available events.
      • Director no longer spawns when there are no events registered.
    • ItemDisplayModuleBase
      • Changed how vanilla IDRS are populated, theyre not taken directly from the BodyCatalog when its initialized.
      • This in turn enables people to add IDRS to other characterBodies from mods.
      • Deprecated "PopulateVanillaIDRSFromAssetBundle()"
    • MSIDRSUtil
      • Deprecated as we're trying to change the standard on how modded IDRS are done

'0.5.0'

* Additions: * Added Event system API (*Look, I normally don't do this, okay? I don't really know what else has been done , but this is Starstorm 2's Event API, forcefully ripped out and put in a place where YOU can use it. There is NO documentation. I don't even know if it works. But you can (probably) use it to do cool stuff! ...I hope Nebby forgives me for this one.)

No, I do not.

Actual changelog:

  • Additions:
    • Added the ability to extend from the MoonstormItemManager component.
      • Extending from the manager requires you to extend from the "ManagerExtension" component.
      • Immediate References to the characterBody attatched to the manager extension, the manager itself as well.
      • Virtual methods for GetInterfaces, CheckForItems and CheckForBuffs.
    • Added the EventAPI from Starstorm2Nightly into MSU.
      • The Event API itself is not documented and very much WIP.
      • EventAPI should have everything to add custom events.
      • EventAPI works via a custom director, events themselves are simply entity states.
      • All Events should inherit from the GenericEvent entitystate, which is found in the EntityStates.Events namespace.
  • Changes
    • Artifact Content Base:
      • Added OnArtifactEnabled() and OnArtifactDisabled() abstract methods, subscribe and unsuscribe from hooks in these methods. System closely resembles how the Artifact Managers of RoR2 Work.
      • Added an Abstract field for an ArtifactCode from R2API's ArtifactCodeAPI, can be left null.
    • Artifact Module Base:
      • Added some actual hooks onto the RunArtifactManager.
    • Pickups Module Base: Added an Event when the ItemManager is added.
    • Material Tester:
      • Can no longer be spawned outside of runs
      • Renderer is no longer null by default
      • Can now be destroyed easily by enabling the "DestroyOnEnable" component.

CHANGELOG

'2.2.2' - Loading Screen Sprite Changes

Runtime

  • Added dependency to LoadingScreenSpriteFix
  • Marked the LoadingScreenSpriteUtility class as obsolete
    • Using the LoadingScreenSpriteFix's API is encouraged instead of using this class
    • Methods now just call the LoadingScreenSpriteFix methods to avoid backwards compat breaking

'2.2.1' - Hotfix

Runtime

  • Fixed an oversight which caused the BaseMasterItemBehaviour system to always be disabled.

'2.2.0' - Material Variants

Runtime:

  • Added the MaterialVariant system
    • A MaterialVariant is a custom ScriptableObject that allows you to create a Variant of an existing material.
    • By supplying an original material, you're able to override specific shader properties of said material.
    • Works with both regular shaders and the AddressableMaterialShader system
  • Added new features to ExtendedEliteDef
    • ExtendedEliteDef can now replace the light color of CharacterBodies.
    • ExtendedEliteDef can now specify a material override for particle system renderers in a CharacterBody
  • Most modules will no longer apply hooks when there's no content ingame utilizing said modules.
  • Added a new method for adding a standalone SimpleSpriteAnimation in LoadingScreenSpriteUtility
    • The SimpleSpriteAnimation will get destroyed when the loading screen is over.
  • Marked ParallelMultiStartCoroutine as Obsolete.
    • All usages of ParallelMultiStartCoroutine have been replaced by ParallelCoroutine

Editor:

  • The ShaderDictionary system now exists in the main assembly alongside other shader related qualities
    • This is due to the new MaterialVariant system

Legacy:

  • Marked all classes and structs as [Obsolete]

'2.1.0' - Fixes and Async Additions

Runtime:

  • Adjusted the ShaderUtil class to also copy over the render queue for addressable material shaders
  • Addressable Material Shaders now work properly in the editor again
  • Removed accidental [Obsolete] attributes from ItemModule
  • Fixed an issue where the MSUEliteBehaviour would spawn multiple effect prefabs.
  • Fixed an issue where the MSUEliteBehaviour would not destroy itself when the MSUContentManager behaviour was destroyed, causing effects to linger on
  • Fixed an issue where the FormatToken attribute wouldnt properly retrieve the corrent formatting value.
  • Fixed an Issue where ConfiguredVariable.configFileIdentifier was being treated as ReadOnly Before the config was bound.
  • Added log methods when an end user attempts to change a now read only property of a ConfiguredVariable
  • Added an instance property to MSUMain
  • Added a boolean property to the ConfigSystemto check if the Configuration systems have been bound
  • Fixed various issues with the LoadingScreenSpriteUtility
  • Changed around how language is loaded.
    • LanguageFiles are now loaded by the LanguageFileLoader
    • Loading can either be synchronous or asynchronous.
    • Language tokens are added directly to the currently loaded language.
      • This fixes an issue where MSU would wrongfully unload the english language, causing issues with other mods.

Legacy:

  • Removed all the classes that do not inherit from UnityEngine.Object.
  • All the classes and structs left have been marked as Obsolete.

'2.0.0' - Seekers of the API

General

  • Updated to version 1.3.Z of the Game, otherwise known as the Seekers of the Storm release.
  • Updated to version 2021.3.33 of Unity.
  • A Complete ground up rewrite of the API, Moonstorm Shared Utils version 2.0 is the most stable and performant version created yet.
  • While there have been hundreds, if not thousands of changes below the hood, you can look below for the main changes MSU 2.0 brings.

Runtime

Major Changes:

  • Asset loading is now completely asynchronous, utilization of the IContentPackProvider system and understanding of Coroutines is heavily encouraged for initializing your content.
  • Most of the API marked as obsolete has been removed.
  • Classes have been changed their names to better reflect what they do (TokenModifier has been renamed to FormatToken)
  • The old API, now called "MoonstormSharedUtils.Legacy" internally, is still included in the GithubRepo, this was done to allow a "smooth" switch between both versions of the API
    • The LegacyAPI will be removed in a future version, and does not work ingame, it exists purely to ensure no references in unity are lost.

"Loader" classes have been removed completely.

  • Loader classes such as AssetLoader, ConfigLoader, LanguageLoader and others where confusing to utilize and obfuscated too much code of what was going on behind the scenes.
    • We recommend utilizing the MSUTemplate github repo (coming soon) to create new mods utilizing MSU, the Template already comes with prebuilt static classes that handle Assets, Configs, Logging and IContentPackProvider classes that replace the now defunct "Loader" classes.
    • For language loading, you can now use the LanguageFileLoader class.
    • Most of the methods relating to the ConfigurationSystem has been consolidated into the ConfigFactory class.

Modules and Content Classes have changed drasticly

  • Modules are no longer instantiable and are now static.

    • This has been done to avoid the confusing system of "inheriting" from a module to utilize it's functionality.
    • For curated process of content initialized and added to the game, you can utilize the IContentProvider system from the API.
  • ContentBase classes and it's subclasses have been replaced.

    • This system was replaced by the IContentPiece system. a "Content Piece" is any type of Asset or Object that adds new features to the game.
    • Loading of assets on the constructor level is now discouraged, as IContentPiececontains a coroutine method that'll be called by its module to load it's asset asynchronously in parallel.
    • IContentPieces still rely on modules for initialization. To initialize your mod's content you can utilize it's respective module's Initialize method, which works as a coroutine that you can await in your ContentPackProvider.
  • Added the IContentPieceProvider system.

    • A ContentPieceProvider, like its name says, provides IContentPiece instances to a MSU Module.
    • You can either create the provider manually, or utilize the methods inside ContentUtil to automatically scan and create a provider for your content.
  • The following modules and content classes have been removed:

    • EliteModuleBase && EliteBase
      • The functionality of the module has been assigned to the EquipmentModule, while now you can use the IEliteContentPiece to create elite equipments.
    • BuffModuleBase && BuffBase
      • Buff overlays have been assigned to a new class called the BuffOverlays class.
    • DamageTypeModuleBase && DamageTypeBase
    • ProjectileModuleBase && ProjectileBase
    • UnlockablesModuleBase && UnlockableBase
    • The removed classes with no alternatives have been removed because the type of "Content" they managed cannot exist "by themselves". For example, a "DamageType" does not exist on its own, it's always related to a proper content piece such as a Character.

Events have been reworked completely.

  • The EventDirector system, while it had good intentions, it proved to be difficult to work with and not scalable for bigger projects, as such, the Event system has been replaced by the GameplayEvent system.
    • GameplayEvents are custom GameObjects that change how the game's played in a temporary fashion, the mod Starstorm2 showcases what's possible with this framework. Events being GameObjects means you can properly utilize the Component framework that unity provides.
    • GameplayEvent are no longer spawned automatically by MSU, instead, the mod author must utilize the GameplayEventManager for spawning new events according to their desired functionality.
    • The GameplayEvent system also has the GameplayEventRequirement component, a component that can be inherited to specify custom requirements for a GameplayEvent to be spawned succesfully using the GameplayEventManager.
    • The EventText system has been rewritten, and now no longer overlaps texts and supports more features.
    • EntityState based events are still supported, as GameplayEvents are NetworkBehaviours and as such can utilize the EntityStateMachine system.

Buff Behaviours are no longer Ephemeral.

  • While the BuffBehaviour system allowed modders to create complex monobehaviours when buffs where applied, it had the fatal flaw of Buffs not being something "constant" for a body (they can be timed). This in turn caused issues related to GarbageCollection and FrameDrops for potentially constant creation and destruction of Components.
    • To remedy this, BuffBehaviours are now static and will never be removed from the body, instead, the behaviours will be dynamically enabled and disabled depending on the amount of buffs the body has.

'1.6.2' - Whoops

Runtime

  • Removed "Error On Obsolete" setting for MSDirectorCardCategorySeleection and MSDCCSPool

Editor

  • Fixed Inspectors still showing the deprecated fields instead of the new ones

'1.6.1' - Dependency changes and Rectifications

  • Added Onboarding and Documentation to begin developping a PR for MSU, Thanks Buns!

Runtime:

  • Now Dependant on R2API_Addressables
  • Deprecated the following classes:
    • AddressableAsset
    • AddressableBuffDef
    • AddressableEliteDef
    • AddressableEquipmentDef
    • AddressableExpansionDef
    • AddressableGameObject
    • AddressableItemDef
    • AddressableSpawnCard
    • AddressableUnlockableDef
      • These have been replaced by the AddressReferencedAsset system from R2API_Addressables
      • Any ScriptableObject affected by these changes now have a ContextMenu for upgrading to their new versions.
    • MSDCCSPool
    • MSDirectorCardCategorySelection
      • These have been replaced by the AddressableDCCSPool and AddressableDirectorCardCategorySelection from R2API_Director
  • InteractableBase and MonsterBase can now specify multiple Cards.
  • InteractableBase and MonsterBase can now implement custom IsAvailable methods, which will determine if the Monster or Interactable will be added to the stage
  • Added IEqualityComparers for MSMonsterDirectorCard and MSInteractableDirectorCard, used for comparing equality between card prefabs.
  • AddressableInjector now only shows fields which are of type UnityEngine.Object, largely cutting the amount of invalid options
  • Fixed issues where AddressableInjector, CameraInstantiator, InstantiateAddressablePrefab and SurfaceDefInjector would cause invalid GUIDs on scenes
  • Attempted to fix an issue where MSU would create multiple reflection type objects during dependent mod initializations
  • Fixed issue where the EventDirector would sometimes fail to find the required state machine

Debug Build Exclusive

  • MSU now only breaks when a fatal log is reached.

Editor

  • Removed property drawers for AddressableAsset related classes.

'1.6.0' - LogLoader and Utilities

  • Reformatted the Readme

Runtime:

  • Modified the EventDirector scaling system to no longer be exponential.
    • New scaling formula is PlayerTeamLevel * (currentStageCount / 5) * DifficultyScalingValue
  • Fixed issue where CharacterBase classes wouldnt be added to the CharacterModule's Dictioanries.
  • Added LogLoader, a Logging system for mods
    • Based off the MSULog class
    • Uses the BepInEx ManualLogSource
    • Contains static methods for logging level Info, Message, Debug, Warning, Error, Fatal
    • On the UnityEditor, these static methods use the UnityEngine.Debug class' methods to avoid exceptions
  • ConfigFiles created with ConfigLoader can now specify if they show as separate entries in the RiskOfOptions ModSettings window
  • Added missing support for KeyboardShortcuts on ConfigurableFieldAttribute
  • Added ConfigurableKeyBind
  • publicized the DelegateContainer
    • With ConfigurableVariables. Any methods that get invoked when the ConfigEntry changes are stored in a separate object, which allows ConfigurableVariables stored in temporary fields to be garbage collected.
    • A DelegateContainer stores these invoked methods, can be used to manually raise said methods.
  • Deprecated ConfigurableString MakeConfigurableInt(string, Action<ConfigurableString>) as it was wrongly named.
    • Added a new method with the correct name to rectify this
  • Fixed an issue where MSInteractableDirectorCard and MSMonsterDirectorCard couldn't specify the custom category's Weights.

Debug Build Exclusive:

  • Removed the Material Tester. We recommend you use this instead
  • LogLoader has a property to specify what level of severity of Debug.Log can cause a Debugger to Break.
  • Debugging related config entries for MSU are now stored on a separate ConfigFile. The ConfigEntries in this ConfigFile also appears as a separate entry on RiskOfOptions's ModSettings window
  • You can now toggle the Self Connect debugging feature
  • Changed how Run-Start Command Invoking works.
    • Made each Command toggleable with a ConfigEntry
    • Added ability to automatically invoke the command god
    • Added automatic invoke for command give_item extralife 100
  • Added Utility keybinds that can be triggered with key presses. The following commands are:
    • next_stage
    • kill_all
    • spawn_ai lemurian 1 (parameters can be changed in a config entry)
    • teleport_on_cursor
    • respawn
    • remove_all_items
    • noclip
  • Added a utility method on MSUtil to invoke commands

Editor:

  • Fixed general instability with the IDRS related inspectors and windows

'1.5.5' - That was a lie

  • Fixed issue with ConfigurableVariables
  • ConfigLoader no longer throws null reference exceptions on Editor reload

'1.5.4' - Config Update End

Runtime:

  • TokenModifierManager reformats tokens when the Risk of Options menu is closed
    • This in turn makes it so tokens are always updated with the proper values from configurations.
  • TokenModifierAttribute now works with ConfigurableVariable classes
  • TokenModifierAttribute can now have ModuloN stat type
  • Non assigned ConfigurableVariables now get collected by the Garbage Collector, while keeping any of their OnConfigured actions in memory
  • Added a ConfigEntryBase property to ConfigurableVariable
  • Added a ConfigHash property to ConfigurableVariable
  • OnConfigChanged event in ConfigurableVariable now becomes ReadOnly once its configured
  • Increased verbosity of ToString()method of ConfigurableVariable
  • Deprecated SetOnConfigChanged(OnConfigChangedDelegate) on the following ConfigurableVariables
    • ConfigurableString
    • ConfigurableInt
    • ConfigurableFloat
    • ConfigurableEnum
    • ConfigurableColor
    • ConfigurableBool
    • (These have been replaced by AddOnConfigChanged(OnConfigChangedDelegate) to ensure method chaining works properly.)
  • Made all of the dictionary that have string keys to be case insensitive

'1.5.3' - That was stupid

Runtime:

  • Constructor for ConfigurableVariable no longer attempts to set the ModGUID and ModName to the Calling Assembly's BaseUnityPlugin
  • Added Factory methods to ConfigLoader<T> to create ConfigurableVariables and their built in inheriting classes.
    • Factory methods require an instance of your ConfigLoader to work
    • Factory methods automatically set the ConfigurableVariable's ModGUID and ModName
    • Factory methods contain an optional Action<ConfigurableVariableType> to initialize the configurable variable, as a near identical implementation of initializing them using the ObjectInitializer pattern

'1.5.2' - ConfigurableVariable improvements

Runtime:

  • Constructor for ConfigurableVariable attempts to automatically sets the ModGUID and ModName to the Calling Assembly's BaseUnityPlugin
  • Added a ToString() override to ConfigurableVariable<T>

'1.5.1' - De(eznuts)stroyImmediate

Runtime:

  • Fixed certain components and code using Object.DestroyImmediate() outside of an UnityEditor enviroment.

'1.5.0' - Config Update May

  • Now dependant on Risk of Options
  • Cleaned up the source code

Runtime:

  • Deprecated TokenModifierAttribute.extraData, replaced by operationData
  • Reworked the Configuration systems of MSU
  • Deprecated ConfigurableFieldManager, replaced by the ConfigSystem class.
  • Deprecated ConfigLoader.identifierToConfigFile
  • Added OnConfigured method to the ConfigurableFieldAttribute.
  • Added RooConfigurableFieldAttribute
    • Allows for very basic Risk of Options implementation.
    • Supports bool, float, int, string, UnityEngine.Color, Enum
  • Added ConfigurableVariable<T> class
    • Represents a variable that can be configured using the bepinex config system
    • Works as fields and properties.
    • a ConfigFile can be assigned directly or via the identifier system of the ConfigSystem
    • Just like ConfigurableFieldAttribute, if a Section and Key are not specified, it uses a nicified string of the DeclaringType and MemberInfo names
    • ConfigurableVariables can be created with method chaining or Object Initialization
    • ConfigurableVariables can be bound immediatly, or bound automatically when RoR2 loads
    • Doesnt support Risk of Options by itself
  • Added the following classes that inherit from ConfigurableVariable:
    1. ConfigurableBool
    2. ConfigurableColor
    3. ConfigurableEnum<TEnum>
    4. ConfigurableFloat
    5. ConfigurableInt
    6. ConfigurableString
    • These classes automatically gets implemented into your mod's RiskOfOptions configuration page.
    • Allows for complexity with the OptionConfig system of Risk of Options
  • Implemented Risk of Options support for MSU's config

Editor:

  • Added InstallRiskOfOptions import extension`

'1.4.3' - No one will ever know!

Runtime:

  • Added a Return statement on EventDirector's FindIdleStateMachine when the event card's event flags has the WeatherRelated flag.

'1.4.2' - Fixes and Improvements

Runtime:

  • Fixed issue where instantiate addressable prefab wouldnt properly instantiate the prefab under multiplayer circumstances
  • AddressableInjector, CameraInstantiator and SurfaceDefInjector now properly wont save the instantiated assets
  • Fixed interactable and monster director cards not working properly
  • Made the bool IsAvailable() method of Interactable and Monster director cards virtual
  • Added new stubbed speed tree shaders
  • Deprecated EventFlags.WeatherRelated
  • Event Cards can now specify the name of the entity state machine it must play on
  • Added a method to the EventDirectorClass to add new EntityStateMachines.
  • Fixed issue where the Event director wouldn't pick new cards after getting a valid one. causing repeating events without checking availability

Debug Build Exclusive:

  • Prefixed debug commands and convars with ms
  • Fixed the MoonstormIDH component not working properly
  • Fixed MSUDebug having an unintended dependency on DebugToolkit
  • Added back the EnableEvents conVar
  • Added ms_enable_event_logging BoolConVar
  • Added ms_play_event command, which tries to play an event while following the regular availability checks
  • Added ms_add_credits command, which allows you to add or subtract credits from the Event Director.

Editor:

  • Fixed general issues with the NamedIDRS and ItemDisplayDictionary editor windows
  • Removed InstallDebugToolkit import extension

'1.4.1' - Whoops

  • Fixed an NRE that could occur under specific circumstances caused by the ItemDisplayCatalog

'1.4.0' - IDRS Utility and Stabilization

  • Finally updated the package.json file to properly display the Runtime version

Runtime:

  • Objects loaded/instantiated by the AddressableComponents no longer save in editor and builds. theyre not editable but do show up in the hierarchy
  • Fixed an issue where the ItemTierPickupDisplayHelper would throw an NRE under specific situations
  • Added HOLY.dll support
    • Internally fixes issues where interfaces implementing IStatItemBehaviour.RecalculateStatsStart() would run after orig(self)
  • Added an AsValidOrNull extension method which allows the ussage of the ?. and ?? operators with unity objects
  • Improved the InstantiateAddressablePrefab (thanks Caxapexac)
  • Marked AddressableKeyAsset and AddressableIDRS as Obsolete
  • Marked NamedIDRS.AddressNamedRuleGroup.keyAsset and NamedIDRS.addressNamedDisplayRule.displayPrefab as Obsolete
  • ItemDisplayDictionary can now have multiple display prefabs, the selected one is chosen via indices.
  • Marked ItemDisplayDictionary.NamedDisplayDictionary.idrs and ItemDisplayDictionary.displayPrefabs as Obsolete
  • Added ItemDisplayCatalog
    • The ItemDisplayCatalog is used at Runtime for appending the item display data of ItemDisplayDictionary and NamedIDRS to their respective target
    • This is done via collecting all the IDRS in the game and assigning string keys, alongside collecting all the display prefabs, and assigning string keys that correspond to their key asset
    • In DEBUG mode, the ItemDisplayCatalog serializes all the data collected into an ItemDisplayCatalog.json
    • The ItemDisplayCatalog.json is then used in the Editor for adding data and manipulating existing ItemDisplayDictionary and NamedIDRS assets
  • Added ContextMenus for ItemDisplayDictionary and NamedIDRS for updating to the ItemDisplayCatalog system
    • This is also ran at runtime awake to ensure previous, non updated mods dont break.
  • Fixed issue where moduleAvailability didnt work at all

Editor:

  • Updated to use RoR2EK 4.0.1
  • Fixed issue where BasicBuild would Stage Assetbundles before Staging the Assembly
  • Fixed issue where the GenericContributorBuild wouldn't have MSU in its whitelist
  • Stubbed Shaders are now included in the MSU AssetBundle to avoid duplicate assets across multiple bundles
  • CameraInstantiator now doesnt save in Editor (thanks Cacapexac)
  • Added ItemDisplayCatalog class, which is populated by the ItemDisplayCatalog.json which is created at Run time when building MSU in Debug mode.
  • Added a new and improved version of the NamedIDRS window that uses the ItemDisplayCatalog
  • Added a new and improved version of the ItemDisplayDictionary window that uses ItemDisplayCatalog
  • Fixed issue where DecaliciousDeferredDecal would have the wrong shader name

'1.3.0' - Stage Creation Utilities

  • Removed MSUTests, as it wasnt an actual tests package, it'll come back soon(tm)
  • Github package updated to use ThunderKit version 7.0.0 or Greater

Runtime:

  • Fixed issue where BaseBuffBodyBehaviour would throw exceptions under certain circumstances.
  • Added a GetEnabledExpansions method thatt returns all the enabled expansions for a run inside MSUtil
  • Fixed mutliple isssues with EventtCard's IsAvailable() method
  • Added Implicit bool and UnityEngine.Object casts to AddressableAssets
  • Added components for creating and manipulating vanilla assets inside scenes
    • AddressableInjector, for injecting an AddressableAsset to a component's field
    • CameraInstantiator, which instantiates the ror2 camera prefab for using PostProcessing
      • This component should exist in editor only and not on release builds.
    • InstantiateAddressablePrefab, for Instantiating prefabs
    • SurfaceDefInjector, for injecting a surface def address to multiple GameObjects
    • These are untested, report bugs if necesary
  • Removed a large amount of Debug related code, which now exists in Debug development builds.
  • Added missing EventDirectorCategorySelection for Artifact Reliquary
  • Marked event Actions on module bases as obsolete, replaced by ResourceAvailability.
  • Marked RemoveIfNottInCollection method as obsolete, as its wrongly named.
  • Removed config option for enabling debug features, as to obtain them you must build MSU on Debug mode
  • Added MSDCCSPool and MSDirectorCardCategorySelection & AddressableSpawnCard
    • These are used for creating DCCSPools and DirectorCardCategorySelection respectively for custom stages.
    • Untested, report bugs if necesary
  • Added a field to Eventcard to specify a cost multiplier if the event has already played on a stage
  • Fixed an issue where Events that should only play once per run could play multiple times

Editor:

  • Added inspectors for AddressableInjector, InstantiateAddressablePrefab
  • Added a pipeline to change the BuildMode for StageAssemblies jobs on a Pipeline, which allows to build mods on Debug or Release mode.
  • Added ChangeAssemblyBuildMode to Release & GenericContributorBuild pipelines
  • Added MSU's R2API hard dependencies JSON file into the Editor folder of the package, use this when setting up a MSU project in ThunderKit
  • Added a PropertyDrawer for AddressableSpawnCard
  • Fixed issue where SwapShadersAndStageAssetBundles would still add .yaml shaders into the finished bundle.

'1.2.0' - Item Tier Support

Runtime:

  • Updated to use the R2API Split Assemblies update.
  • Added ItemTier support
    • Support is in the form of the ItemTierModule and ItemTierBase
    • ItemTierModule handles loading of ItemTierBases, and implements custom lists that contain the amount of items using said tier, and the current available items in a run.
    • ItemTierBase can be used to specify custom Color entries using R2API's ColorsAPI, alongside a custom pickup display VFX
  • Added a deconstruct method for key value pairs.
  • Added a nicify string method to MSUtils
  • Marked MaterialCopier as Deprecated
  • Elites now properly have their ramps set ingame.
  • Added the AddressableMaterialShader shader
    • replacement for MaterialCopier
    • Contains a custom field where the address can be inputed
    • Calling "FinalizeMaterialsWithAddressableMaterialShader" method in your assetloader copies the addressable material's properties and shaders to your custom instance.
  • Event Related
    • Removed the requiredExpansionDef field from EventCard
    • EventCard's selection weight now ranges between 0 and 100
    • Fixed a major issue where the EventDirector prefab was set to server only (this fix makes events actually network.)
  • Fixed TokenModifiers and ConfigurableFields crashing the game if no instance of either was found.
  • When a field configurable by ConfigurableFied gets it's value changed, Configurablefield will now apply the new value. (this allows ConfigurableField to work with ROO)
  • Added missing XML documentation

'1.1.2' - Hotfix

Runtime:

  • Fixed issue where event messages wouldnt display properly.

'1.1.1' - Bug Fixes

Runtime:

  • Event Related:
    • Fixed null reference exception issue with the Event Director on Custom Stages.
    • SetupWeatherController no longer causes issues with Custom Stage
    • Added an X offset for the event messages
    • Event director wont instantiate new events when the teleporter is charged, or when it's charging percent is over 25%
    • Event Cards can now have multiple required Expansion Defs.
    • Added missing EventDirectorCategorySelection for Gilded Coast
    • Fixed most Properties in VanillaEventDirectorCategorySelection returning null
  • Token Modifier changes:
    • Marked "AddMod" method as obsolete
    • Now inherits from SearchableAttribute
    • Now works on Properties and Fields
    • Marked StatTypes.Percentage and StatTypes.DivideBy2 as obsolete
    • Added the following StatTypes:
      • DivideByN
      • MultiplyByN
      • AddN
      • SubtractN
    • added a new field for representing the N in the new stat types, this allows mod creators to have a lot more control on the displayed values.
  • ConfigurableField attribute now uses SearchableAttribute
  • AddressableAssets changes:
    • AddressableAssets' OnAddressableAssetsLoaded no longer runs before initialized sets to true.
    • Added constructors for the bundled in AddressableAssets

Editor:

  • Shader Dictionary now is kept loaded in static memory on domain reloads.
  • SwapShadersAndStageAssetbundles will now revert swapped shaders back to normal if an exception is thrown

'1.1.0' - Void Items

General:

  • Added Tests for MSU
  • Not bundled with the Thunderstore Release
  • Contains classes for testing out the systems of MSU and the API as a whole

Runtime:

  • AddressableAssets now have a bool to check if it uses a direct reference rather than an addressable reference
  • Added a VoidItemBase, for creating Void items
  • Added the following extensions:
    • Play for NetworkSoundEventDefs
    • GetItemCount for CharacterBodies
  • Event announcements now are properly networked
  • Added configuration options for the Event Announcements
    • Opacity reduced to 75%
    • Message size set to 40
    • Y position Offset of 225 (Messages appear right below boss health bars)
  • Added a Tri-Planar and CalmWater material controlers, courtesy of jaceDaDorito
  • Added missing documentation
  • Removed most weather related components, these have been migrated to Starstorm2

Editor:

  • Added a custom property drawer for AddressableAssetDrawers
  • Added a Constants file
  • Updated ShaderDictionary to use the SerializableShaderWrapper from RoR2EK
  • MaterialShaderManager's Upgrade and Downgrade methods now use the correct dictionary

'1.0.0' - Official Release

  • MSU is now a "PackageRepo" in github! this means that it is now heavily recommended to use the repository for creating mods with MSU instead of this release version.

  • Updated to Survivors Of The Void (Version 1.2.4)

  • Complete Refactoring of the entire codebase.

    • Some names have changed
    • Some systems have been redone or checked up.
    • A lot of internal changes on how things work.
    • This just means that 1.0.0 marks the begining of LTS, which means future versions shouldnt break compatibility with older versions.
  • Events are now considered to be in a Finished, usable state.

  • Complete XML Documentation for all classes except some components

  • Improved experience with Scriptable Objects.

  • Added a custom Addressables Solution

  • Removed redundant features with newest version of R2API

  • Removed already deprecated classes.

  • Deprecated some existing classes

  • Improved loader systems.

  • Way, way too many more changes i cant remember currently, a more complete changelog can be found here!

'0.8.0'

  • Additions:
    • Added a method on MSUtil for playing a networked sound event def
    • The HGCloudRemap controller now has the option to modify the Src and Dst blend enums.
    • Revamped the CharacterModuleBase class
      • Now allows for proper implementation of Monsters, including having them spawn on stages
      • Added the MonsterDirectorCard scriptable object
  • Fixes:
    • Added missing Submodule dependency for UnlockableAPI and DirectorAPI
  • Other:
    • Moved the entire codebase and project to the github, instead of being inside Starstorm2's Github
    • Rewrote parts of the ReadMe

'0.7.0'

  • Additions:

    • Now finally comes bundled with proper XML based documentation, huzzah!
    • Added Assets, Content and Language Loaders
      • These classes handle external loading of assets, such as assetbundles and language files
      • ContentLoader works as a simplified version of a class implementing IContentPackProvider, and helps with loading content Asynchronously
  • Changes:

    • The AchievementDefs are now added directly to the game using R2API

'0.6.0'

  • Changes:

    • MSU no longer has any kind of dependency on AspectAbilities
    • MSU no longer handles the implementation of an aspect ability by itself
    • Removed dependency on Microsoft.Csharp
    • Event Director:
      • No longer should gain negative amounts of credits on custom difficulties with indexes on the negatives.
  • Additions

    • Interfaces:
      • Added IBodyStatArgModifier Interface
        • Used for interacting with R2Api's RecalculateStatsAPI
    • Unlockables:
      • Added an Unlockables Module
      • Unlockables module handles the implementation of UnlockableDefs and the creation of AchievementDefs
      • UnlockableDefs and Achievementdefs are made inside the MSUnlockableDef class
      • Unlockables are registered inside UnlockableBase classes. the norm is also having it's related Achievement as a nested class
      • Unlockables can have dependencies on other ContentBases
      • If a dependency is not enabled, the unlockable will not be added to the game
      • In case the dependency is a custom made content base, you can override OnFailedToCheck() method to handle it.
    • Interactables:
      • Added an Interactables Module
      • Interactable Module handles the implementation of custom Interactables to the game
      • Interactables are created from the MSInteractableDirectorCard, which itself inherits from the InteractableSpawnCard
      • Interactablkes are automatically added to stages via DirectorAPI

'0.5.1'

  • Fixed the Damn Readme file.

  • Changes:

    • EventAPI
      • Fixed the Director trying to spawn events when there where no available events.
      • Director no longer spawns when there are no events registered.
    • ItemDisplayModuleBase
      • Changed how vanilla IDRS are populated, theyre not taken directly from the BodyCatalog when its initialized.
      • This in turn enables people to add IDRS to other characterBodies from mods.
      • Deprecated "PopulateVanillaIDRSFromAssetBundle()"
    • MSIDRSUtil
      • Deprecated as we're trying to change the standard on how modded IDRS are done

'0.5.0'

* Additions: * Added Event system API (*Look, I normally don't do this, okay? I don't really know what else has been done , but this is Starstorm 2's Event API, forcefully ripped out and put in a place where YOU can use it. There is NO documentation. I don't even know if it works. But you can (probably) use it to do cool stuff! ...I hope Nebby forgives me for this one.)

No, I do not.

Actual changelog:

  • Additions:
    • Added the ability to extend from the MoonstormItemManager component.
      • Extending from the manager requires you to extend from the "ManagerExtension" component.
      • Immediate References to the characterBody attatched to the manager extension, the manager itself as well.
      • Virtual methods for GetInterfaces, CheckForItems and CheckForBuffs.
    • Added the EventAPI from Starstorm2Nightly into MSU.
      • The Event API itself is not documented and very much WIP.
      • EventAPI should have everything to add custom events.
      • EventAPI works via a custom director, events themselves are simply entity states.
      • All Events should inherit from the GenericEvent entitystate, which is found in the EntityStates.Events namespace.
  • Changes
    • Artifact Content Base:
      • Added OnArtifactEnabled() and OnArtifactDisabled() abstract methods, subscribe and unsuscribe from hooks in these methods. System closely resembles how the Artifact Managers of RoR2 Work.
      • Added an Abstract field for an ArtifactCode from R2API's ArtifactCodeAPI, can be left null.
    • Artifact Module Base:
      • Added some actual hooks onto the RunArtifactManager.
    • Pickups Module Base: Added an Event when the ItemManager is added.
    • Material Tester:
      • Can no longer be spawned outside of runs
      • Renderer is no longer null by default
      • Can now be destroyed easily by enabling the "DestroyOnEnable" component.

'0.4.1'

  • Additions:
    • Added the StageModuleBase & StageBase
      • Used for handling custom stages
      • Compatible with ROS
  • Changes:
    • Marked the MSAspectAbilityDataHolder as Deprecated, will be removed on the next major update.
    • Now Dependant on Microsoft CSharp
    • Changed how Elite Equipments get initialized
      • This Retroactively fixes an issue where, if the Elite Equipment Base overrides the AddItemBehavior method, but its not fully initialized (like disabling it from a config) it would add the item behavior regardless ((Example on the issue)[https://github.com/swuff-star/LostInTransit/issues/2])
    • Completely Revamped the Dynamic Description attribute.
      • Now called the "TokenModifier" attribute.
      • Used on Fields that are public & static
      • Requires the following arguments
        • String: the Token to modify
        • StatType: Used for modifying the value held in the field
          • Default: No changes are made
          • Percentage: The value on the field is multiplied by 100
          • DivideBy2: The value on the field is divided by 2
          • If you need a specific stat type, ask it in the starstorm discord and we might add it.
        • FormatIndex: the index used for formatting.
      • Should technically work with any mod.
      • Not usable on mods that load their language via LanguageAPI (Due to languageAPI's string by tokens dictionaries being private.)
  • Bug Fixes:
    • Fixed an issue where moonstorm dependant mods would try to access MSUtil on the Moonstorm.Utilities namespace despite being on the Moonstorm namespace

'0.4.0'

  • Added ConfigurableField attribute
    • Used for automatically creating config options for fields.
  • Added DynamicDescription attribute
    • Used for dynamically modifying the description of an item via the use of formatting, and provided fields.

'0.3.0'

  • Rewrote a lot of the Elite related code to allow for more pleasant and balanced behaviors.
    • Fixed Elite Ramps not Reseting properly when grabbing an MSEliteEquipment and then grabbing a vanilla one.
    • Added Tooltips for the MSEliteDef
  • Added an Opaque Cloud Remap runtime editor. (OCR are deprecated, ghor recommends using regular cloud remaps instead).
  • Projectiles with CharacterBody components now get added to the Serializable Content Pack's CharacterBody prefabs.
  • Added IOnIncomingDamageOtherServerReceiver
    • Used to modify the incoming damage of soon to be Victims in the damage report, it is similar to the IOnIncomingDamage interface.
  • Almost all classes are now documented, However, MSU does not come with XML documentation yet.
  • Made MoonstormEditorUtils Dependant on MoonstormSharedUtils.
  • Changes to the IDRS System.
    • The ItemDisplayPrefab scriptable object has been revamped to a key asset display pair holder.
    • The KeyAssetDisplayPairHolder can be given to the IDRS module and it'll populate both the key asset dictionary and the display prefab dictionary.
    • This can be used for external mods that dont directl depend on MSU to populate the item display dictionary.

'0.2.1'

  • Re-Added the MSAspectAbility, now named "MSAspectAbilityDataHolder"
    • Only holds data, doesnt use aspect abilities at all.
    • Used for elite equipments.
  • Fixed an issue where the EliteModuleBase wouldnt register new elites.
  • Fixed an issue where the ItemManager would not properly obtain new StatItemBehavior interfaces on buff removal.
  • Removed EditorUtils until further notice.
  • General internal changes

'0.2.0'

  • Deprecated MSAspectAbility due to issues with initalization of the mod.
    • It has been replaced by an Animation curve asset and a simple float for AIMaxUseDistance
  • Fixed an issue where MSIDRS/SIDRS would not be able to retrieve their display prefab correctly.
  • Changed any references to definitions adding to content pack to use the content pack's name.
  • Added more material controllers, courtesy of Vale-X
  • Removed abstract field from module abses
  • Module bases now use SystemInitializer attribute

'0.0.1'

  • Initial Release