MoonstormSharedUtils
An API focused with the intention of working in an editor enviroment using ThunderKit, MSU is a modular API system designed for ease of use and simplicity.
| Date uploaded | 2 years ago |
| Version | 1.4.1 |
| Download link | TeamMoonstorm-MoonstormSharedUtils-1.4.1.zip |
| Downloads | 99975 |
| Dependency string | TeamMoonstorm-MoonstormSharedUtils-1.4.1 |
This mod requires the following mods to function
RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.6RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.1.2RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.3RiskofThunder-R2API_StringSerializerExtensions
Increased string serializer support
Preferred version: 1.0.0Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.4Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1Nebby-LoadingScreenSpriteFix
API for adding new Loading Sprites to the Loading Screen, also fixes sprite overlapping
Preferred version: 2.0.0README
Moonstorm Shared Utils
MoonstormSharedUtils, otherwise known as MSU, is a "Content Loading" and "General Utility" API designed to work around the ThunderKit system for creating Content Mods.
Originally part of the API and framework built for updating Starstorm2 to Thunderkit, it was eventually split into it's own separate library so anyone with the desire to create mods with thunderkit can use it.
Goals:
- MSU Strifes for the following goals:
- Simple systems for Managing and Loading content for the game.
- Modularity on its systems to allow high flexibilty.
- Simplification of Thunderkit workflow.
- High enphasis on using RoR2 systems over hooks if possible
- Enphasis on Editor work over Code work for development.
Key Features:
Content Bases and Modules:
To aid in the loading and management of content pieces for the game, MSU comes bundled with what are called Content and Module classes.
A very detailed explanation of these can be found here, but in a nutshell:
-
ContentBase:
- Represents an abstracted Content piece of the game (IE: Buff, Artifact, Item, etc)
- Contains methods and systems for implementing the behaviour of a content piece
- Allows for high customization via inheritance.
- Allows for automatic behaviour usage, creation and interaction with base game systems via ModuleBases.
-
ModuleBase:
- Represents a class that manages a type of content base.
- A ModuleBase implements all the hard work of making a Content from the managed content base appear in game properly, so it lets you create more content instead of implementing systems.
- Allows for high customization via inheritance.
- A module base will always have a ContentBase to manage, unless stated otherwise.
- A ModuleBase creates all instances of it's ContentBase, allowing modularity via Config options.
RoR2 Friendly Systems:
MSU's goals belive that by working with ROR2's systems instead of forcing them to work with ours means that a code for a mod will become more robust overtime, as such, MSU provides multitude of systems apppart from the Content and Module bases for implementing the behaviour of your mod's features.
- BaseBuffBodyBehaviour:
- A custom written behaviour system that works like the base game's BaseItemBodyBehaviour.
- Works with BuffDefs instead of ItemDefs, perfect for implementing complex behaviours with buffs.
- The following are Interfaces that are meant to be used inside BodyBehaviours.
- IBodyStatItemBehaviour: an interface that wraps around R2API's RecalculateStatsAPI's systems. Allows for complex modifications of stats via RecalculateStatsAPI's systems.
- IOnIncomingDamageOtherServerReciever: Works as a hook on TakeDamage, this interface allows you to modify the incoming DamageInfo of a Victim.
- IStatItemBehavior: An interface that allows you to run code before and after RecalculateStats.
We also have a guide explaining the base game's interfaces that can replace a lot of hook usage here (Note, guide may be out of date.)
Improved Thunderkit Workflow:
As MSU's goals revolve around working in the editor, this means that the more time a developer spends in the editor implementing content the better, as such, MSU comes bundled with ScriptableObjects, and a custom Editor package that works off the systems implemented in ThunderKit and RoR2EditorKit.
-
On the Runtime aspect, we have ScriptableObjects:
- VanillaSkinDefinition: An extended version of a SkinDef, It Allows you to create a Skin for a vanilla body. Akin to RoR2SkinBuilder.
- MSUnlockableDef: An extended version of an UnlockableDef, It allows you to create a fully working AchievementDef tied to an UnlockableDef.
- MaterialCopier: Allows you to copy the properties and shaders of an AddressableMaterial into your project at runtime.
- NamedIDRS: A complete self contained IDRS system, the NamedIDRS can be used to create the ItemDisplayRuleSet of a Survivor or Monster. Completely serialized in the editor via Direct References or Addressables, alongside tools for using the ItemDisplayPlacementHelper.
- ItemDisplayDictionary: Inspired by R2API.ItemAPI's ItemDisplayDictionary, it allows you to append new ItemDisplayRules to multiple IDRS. Completely serialized in the editor via Direct References or Addressables, alongside tools for using the ItemDisplayPlacementHelper.
- SerializableEliteTierDef: a serializable version of an EliteTierDef, easily create new elite tiers with this and the bundled in EliteTierDefModule and Content bases.
- MSEliteDef: An extended version of a regular EliteDef, an MSEliteDef alongside the Elite systems in MSU will take care of adding the elite to vanilla tiers, alongside implementing the Ramp, Overlay and Visual Effects.
- MSInteractableDirectorCard: An extended version of an InteractableSpawnCard, it allows you to easily create a card that can be used immediatly in the game via MSU's interactions with R2API.DirectorAPI.
- MSMonsterDirectorCard: An extended version of a CharacterSpawnCard, it allows you to easily create a card that can be used immediatly in the game via MSU's interactions with R2API.DirectorAPI.
-
On the Editor aspect, we have MoonstormSharedEditorUtils, a complete overview of the package can be found here.
Documentation & Sourcecode:
- The Documentation and Sourcecode can be found in MoonstormSharedUtil's Github Repository, which can be found here
Donations:
MSU is a passion project from one of TeamMoonstorm's members, Nebby. as such, he works in his free time on this to allow the rest of the community to create amazing and awe-inspiring content.
MSU will forever be free to use and never gated behind paywalls, however, donations are incredibly appreciated.
Thanks and Credits:
- General Help and Advice: Twiner, IDeathHD, Harb.
- Programmers: Nebby, KevinFromHPCustomerService.
- KingEnderBrine and RuneFox237 for the RoR2SkinBuilder, which was used as a base for the VanillaSkinDefinition
- Anreol for providing more Stubbed Shaders.
- Swuff, TheTimeSweeper, Dotflare, HeyImNoop, JaceDaDorito, Enigma, Vale-X, 2Cute2Game, Riskka, Bruh, UnkownGlaze, Neik, Jame, MysticSword, PlasmaCore and many other developers for beliving in my work and goal of MSU
- Everyone from the Risk of Rain 2 community for appreciating my work.
CHANGELOG
'2.3.2' - Improvements
Runtime
- Added
TargetAssetNameAttributesupport toContentUtil.PopulateTypeFields()- Thanks MysticalChicken 🐤
ContentUtil.PopulateTypeFieldsnow has a prefered Overload that includes the base gameFunc<string, string> fieldNameToAssetNameConverter- Updated the ExtendedEliteDef to support adding to multiple, or singular elite tiers from the base game.
- This is because ExtendedEliteDef only allowed you to add to both 1 and 1.5 tiers, instead of exclusively tier 1.5, making "1.5" elites more difficult to add than necesary.
- Fixes #74 as a result
'2.3.1' - Interactables
Runtime
- Fix interactable module failing to add interactables
'2.3.0' - Memory Optimization
- Updated to 1.3.9 (Memopt)
Runtime
- Marked vanilla skin defs as deprecated.
- Stubbed the methods as a result.
- System will be replaced by a new one utilizing SkinDefParams.
- The CharacterModule will now ensure that a survivor's DisplayPrefab and BodyPrefab have the same skins array.
'2.2.3' - False Son if it was a fun boss
Runtime
- Updated to BalancePatch2
- Character and Interactable module now only add their Cards to the always available standard category rather than all categories
- This was done to accomodate the new "DCCS Blender" system
- Fixed the Prerequisite achievment system of AchievableUnlockableDef not working properly
- This however breaks achievement collection... oops, we recommend using realer cheat unlocks to re-unlock everything
- Fixed the EquipmentCatalog adding elites to the wrong tiers
- Fix ItemTierPickupDisplayHelper spawning the displays at position 0 and unparented
- ItemTierModule should now properly assign the ItemTierDef's darkColorIndex to the correct value
Legacy Runtime
- The legacy runtime assembly now only enables if the game has been imported
'2.2.2' - Loading Screen Sprite Changes
Runtime
- Added dependency to
LoadingScreenSpriteFix - Marked the
LoadingScreenSpriteUtilityclass 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
BaseMasterItemBehavioursystem to always be disabled.
'2.2.0' - Material Variants
Runtime:
- Added the
MaterialVariantsystem- A MaterialVariant is a custom
ScriptableObjectthat 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
AddressableMaterialShadersystem
- A MaterialVariant is a custom
- Added new features to
ExtendedEliteDefExtendedEliteDefcan now replace the light color of CharacterBodies.ExtendedEliteDefcan 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
SimpleSpriteAnimationinLoadingScreenSpriteUtility- The
SimpleSpriteAnimationwill get destroyed when the loading screen is over.
- The
- Marked
ParallelMultiStartCoroutineas Obsolete.- All usages of
ParallelMultiStartCoroutinehave been replaced byParallelCoroutine
- All usages of
Editor:
- The
ShaderDictionarysystem now exists in the main assembly alongside other shader related qualities- This is due to the new
MaterialVariantsystem
- This is due to the new
Legacy:
- Marked all classes and structs as
[Obsolete]
'2.1.0' - Fixes and Async Additions
Runtime:
- Adjusted the
ShaderUtilclass 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
MSUEliteBehaviourwould spawn multiple effect prefabs. - Fixed an issue where the
MSUEliteBehaviourwould not destroy itself when theMSUContentManagerbehaviour was destroyed, causing effects to linger on - Fixed an issue where the
FormatTokenattribute wouldnt properly retrieve the corrent formatting value. - Fixed an Issue where
ConfiguredVariable.configFileIdentifierwas 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.
- LanguageFiles are now loaded by the
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.Zof the Game, otherwise known as the Seekers of the Storm release. - Updated to version
2021.3.33of 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
IContentPackProvidersystem and understanding ofCoroutinesis 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 (
TokenModifierhas been renamed toFormatToken) - 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.
Loaderclasses such asAssetLoader,ConfigLoader,LanguageLoaderand others where confusing to utilize and obfuscated too much code of what was going on behind the scenes.- We recommend utilizing the
MSUTemplategithub repo (coming soon) to create new mods utilizing MSU, the Template already comes with prebuilt static classes that handle Assets, Configs, Logging andIContentPackProviderclasses that replace the now defunct "Loader" classes. - For language loading, you can now use the
LanguageFileLoaderclass. - Most of the methods relating to the ConfigurationSystem has been consolidated into the
ConfigFactoryclass.
- We recommend utilizing the
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
IContentProvidersystem 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'sInitializemethod, 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
ContentUtilto 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 theIEliteContentPieceto create elite equipments.
- The functionality of the module has been assigned to the
BuffModuleBase&&BuffBase- Buff overlays have been assigned to a new class called the
BuffOverlaysclass.
- Buff overlays have been assigned to a new class called the
DamageTypeModuleBase&&DamageTypeBaseProjectileModuleBase&&ProjectileBaseUnlockablesModuleBase&&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
EventDirectorsystem, 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 theGameplayEventsystem.GameplayEvents are custom GameObjects that change how the game's played in a temporary fashion, the modStarstorm2showcases what's possible with this framework. Events being GameObjects means you can properly utilize the Component framework that unity provides.GameplayEventare no longer spawned automatically by MSU, instead, the mod author must utilize theGameplayEventManagerfor spawning new events according to their desired functionality.- The
GameplayEventsystem also has theGameplayEventRequirementcomponent, a component that can be inherited to specify custom requirements for aGameplayEventto be spawned succesfully using theGameplayEventManager. - The EventText system has been rewritten, and now no longer overlaps texts and supports more features.
- EntityState based events are still supported, as
GameplayEventsare 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:
AddressableAssetAddressableBuffDefAddressableEliteDefAddressableEquipmentDefAddressableExpansionDefAddressableGameObjectAddressableItemDefAddressableSpawnCardAddressableUnlockableDef- 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.
- These have been replaced by the AddressReferencedAsset system from
MSDCCSPoolMSDirectorCardCategorySelection- These have been replaced by the
AddressableDCCSPoolandAddressableDirectorCardCategorySelectionfromR2API_Director
- These have been replaced by the
InteractableBaseandMonsterBasecan now specify multiple Cards.InteractableBaseandMonsterBasecan now implement custom IsAvailable methods, which will determine if the Monster or Interactable will be added to the stage- Added
IEqualityComparersforMSMonsterDirectorCardandMSInteractableDirectorCard, used for comparing equality between card prefabs. AddressableInjectornow only shows fields which are of typeUnityEngine.Object, largely cutting the amount of invalid options- Fixed issues where
AddressableInjector,CameraInstantiator,InstantiateAddressablePrefabandSurfaceDefInjectorwould 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
EventDirectorscaling system to no longer be exponential.- New scaling formula is
PlayerTeamLevel * (currentStageCount / 5) * DifficultyScalingValue
- New scaling formula is
- Fixed issue where CharacterBase classes wouldnt be added to the CharacterModule's Dictioanries.
- Added
LogLoader, a Logging system for mods- Based off the
MSULogclass - Uses the
BepInExManualLogSource - Contains static methods for logging level
Info,Message,Debug,Warning,Error,Fatal - On the
UnityEditor, these static methods use theUnityEngine.Debugclass' methods to avoid exceptions
- Based off the
- ConfigFiles created with
ConfigLoadercan now specify if they show as separate entries in the RiskOfOptions ModSettings window - Added missing support for
KeyboardShortcutsonConfigurableFieldAttribute - Added
ConfigurableKeyBind - publicized the
DelegateContainer- With
ConfigurableVariables. Any methods that get invoked when theConfigEntrychanges are stored in a separate object, which allowsConfigurableVariablesstored in temporary fields to be garbage collected. - A
DelegateContainerstores these invoked methods, can be used to manually raise said methods.
- With
- 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
MSInteractableDirectorCardandMSMonsterDirectorCardcouldn't specify the custom category's Weights.
Debug Build Exclusive:
- Removed the Material Tester. We recommend you use this instead
LogLoaderhas a property to specify what level of severity of Debug.Log can cause aDebuggertoBreak.- Debugging related config entries for MSU are now stored on a separate
ConfigFile. TheConfigEntriesin thisConfigFilealso appears as a separate entry on RiskOfOptions's ModSettings window - You can now toggle the
Self Connectdebugging 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_stagekill_allspawn_ai lemurian 1(parameters can be changed in a config entry)teleport_on_cursorrespawnremove_all_itemsnoclip
- Added a utility method on
MSUtilto 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:
TokenModifierManagerreformats 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.
TokenModifierAttributenow works withConfigurableVariableclassesTokenModifierAttributecan now haveModuloNstat type- Non assigned
ConfigurableVariablesnow get collected by the Garbage Collector, while keeping any of theirOnConfiguredactions in memory - Added a
ConfigEntryBaseproperty toConfigurableVariable - Added a
ConfigHashproperty toConfigurableVariable OnConfigChangedevent inConfigurableVariablenow becomes ReadOnly once its configured- Increased verbosity of
ToString()method ofConfigurableVariable - 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
ModGUIDandModNameto the Calling Assembly'sBaseUnityPlugin - 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
ModGUIDandModName - Factory methods contain an optional
Action<ConfigurableVariableType>to initialize the configurable variable, as a near identical implementation of initializing them using theObjectInitializerpattern
'1.5.2' - ConfigurableVariable improvements
Runtime:
- Constructor for
ConfigurableVariableattempts to automatically sets theModGUIDandModNameto the Calling Assembly'sBaseUnityPlugin - Added a
ToString()override toConfigurableVariable<T>
'1.5.1' - De(eznuts)stroyImmediate
Runtime:
- Fixed certain components and code using
Object.DestroyImmediate()outside of anUnityEditorenviroment.
'1.5.0' - Config Update May
- Now dependant on Risk of Options
- Cleaned up the source code
Runtime:
- Deprecated
TokenModifierAttribute.extraData, replaced byoperationData - Reworked the Configuration systems of MSU
- Deprecated
ConfigurableFieldManager, replaced by theConfigSystemclass. - Deprecated
ConfigLoader.identifierToConfigFile - Added
OnConfiguredmethod to theConfigurableFieldAttribute. - 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
ConfigFilecan be assigned directly or via the identifier system of theConfigSystem - Just like
ConfigurableFieldAttribute, if aSectionandKeyare not specified, it uses a nicified string of theDeclaringTypeandMemberInfonames - 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:ConfigurableBoolConfigurableColorConfigurableEnum<TEnum>ConfigurableFloatConfigurableIntConfigurableString
- 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
InstallRiskOfOptionsimport 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_loggingBoolConVar - Added
ms_play_eventcommand, which tries to play an event while following the regular availability checks - Added
ms_add_creditscommand, 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.jsonfile 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
ItemTierPickupDisplayHelperwould throw an NRE under specific situations - Added HOLY.dll support
- Internally fixes issues where interfaces implementing
IStatItemBehaviour.RecalculateStatsStart()would run afterorig(self)
- Internally fixes issues where interfaces implementing
- Added an
AsValidOrNullextension method which allows the ussage of the?.and??operators with unity objects - Improved the
InstantiateAddressablePrefab(thanks Caxapexac) - Marked
AddressableKeyAssetandAddressableIDRSas Obsolete - Marked
NamedIDRS.AddressNamedRuleGroup.keyAssetandNamedIDRS.addressNamedDisplayRule.displayPrefabas Obsolete ItemDisplayDictionarycan now have multiple display prefabs, the selected one is chosen via indices.- Marked
ItemDisplayDictionary.NamedDisplayDictionary.idrsandItemDisplayDictionary.displayPrefabsas Obsolete - Added
ItemDisplayCatalog- The
ItemDisplayCatalogis used at Runtime for appending the item display data ofItemDisplayDictionaryandNamedIDRSto 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
DEBUGmode, the ItemDisplayCatalog serializes all the data collected into anItemDisplayCatalog.json - The
ItemDisplayCatalog.jsonis then used in the Editor for adding data and manipulating existingItemDisplayDictionaryandNamedIDRSassets
- The
- Added ContextMenus for
ItemDisplayDictionaryandNamedIDRSfor updating to theItemDisplayCatalogsystem- 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
BasicBuildwould Stage Assetbundles before Staging the Assembly - Fixed issue where the
GenericContributorBuildwouldn't have MSU in its whitelist - Stubbed Shaders are now included in the MSU AssetBundle to avoid duplicate assets across multiple bundles
CameraInstantiatornow doesnt save in Editor (thanks Cacapexac)- Added
ItemDisplayCatalogclass, which is populated by theItemDisplayCatalog.jsonwhich 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
DecaliciousDeferredDecalwould 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
BaseBuffBodyBehaviourwould throw exceptions under certain circumstances. - Added a
GetEnabledExpansionsmethod thatt returns all the enabled expansions for a run inside MSUtil - Fixed mutliple isssues with EventtCard's IsAvailable() method
- Added Implicit
boolandUnityEngine.Objectcasts to AddressableAssets - Added components for creating and manipulating vanilla assets inside scenes
AddressableInjector, for injecting an AddressableAsset to a component's fieldCameraInstantiator, which instantiates the ror2 camera prefab for using PostProcessing- This component should exist in editor only and not on release builds.
InstantiateAddressablePrefab, for Instantiating prefabsSurfaceDefInjector, 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
EventDirectorCategorySelectionfor Artifact Reliquary - Marked event Actions on module bases as obsolete, replaced by
ResourceAvailability. - Marked
RemoveIfNottInCollectionmethod 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
MSDCCSPoolandMSDirectorCardCategorySelection&AddressableSpawnCard- These are used for creating DCCSPools and DirectorCardCategorySelection respectively for custom stages.
- Untested, report bugs if necesary
- Added a field to
Eventcardto 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&GenericContributorBuildpipelines - 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
SwapShadersAndStageAssetBundleswould 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
- Added IBodyStatArgModifier Interface
- 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
- Interfaces:
'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
- EventAPI
'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.
- Added the ability to extend from the MoonstormItemManager component.
- 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.
- Artifact Content Base:
'0.4.1'
- Additions:
- Added the StageModuleBase & StageBase
- Used for handling custom stages
- Compatible with ROS
- Added the StageModuleBase & StageBase
- 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
