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Implement Plugin Lists #137
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Ability to disable autoupdate just in case |
What functions does the plug-in hook to |
There will be no autoupdate with this feature, at most it will auto-check for updates on start, but will not update automatically, you must press the update button to do so. Even then it will require the PathfinderUpdater plugin.
I am not sure what you mean. Do you mean to ask how a plugin could use the update and check for update feature? For a while into the future it will only apply to Pathfinder functionality run in this repo, BepInEx.Hacknet,PathfinderAPI, and PathfinderUpdater will be the only plugins that currently allow it. In the future I hope to open this to others after warning them about updates containing dangerous references (which the user will be able to disable) and validating the results as best we can. Plugins will be opt-in for that functionality however. |
No I mean a list of game functions that the plug-in overrides if possible |
There's no point to that since players won't know what those mean and they hold no relevance even if the player did know, they don't contribute anything to knowledge of the plugin's functionality. They don't even have relevance to compatibility because HarmonyX is designed explicitly to prevent that problem as much as possible. What point does it serve then? |
Well I say that because in games where it happens it usually helps me to
learn somewhat so it's sort of personal preference
W dniu śr., 3.11.2021 o 08:02 George L. Albany ***@***.***>
napisał(a):
… No I mean a list of game functions that the plug-in overrides if possible
There's no point to that since players won't know what those mean and they
hold no relevance even if the player did know, they don't contribute
anything to knowledge of the plugin's functionality. They don't even have
relevance to compatibility because Harmony is designed explicitly to
prevent that problem as much as possible. What point does it serve then?
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We're not building systems to learn, everything here is to serve the purpose making the modder's work easier, (and hopefully to give the player capability to be informed about the mods they use) if something doesn't serve that purpose there's not reason to add it. If you want to learn Harmony or BepInEx, they have pretty decent documentation for the most part, if you mean to learn C#, modding with Harmony or BepInEx is the last thing you should be doing, honestly even modding a game is generally a bad methodology for initial learning. |
Well I work as a C# Dev so it's about learning how to mod :)
W dniu śr., 3.11.2021 o 08:12 George L. Albany ***@***.***>
napisał(a):
… Well I say that because in games where it happens it usually helps me to
learn somewhat so it's sort of personal preference
We're not building systems to learn, everything here is to serve the
purpose making the modder's work easier, (and hopefully to give the player
capability to be informed about the mods they use) if something doesn't
serve that purpose there's not reason to add it. If you want to learn
Harmony or BepInEx, they have pretty decent documentation for the most
part, if you mean to learn C#, modding with Harmony or BepInEx is the last
thing you should be doing, honestly even modding a game is generally a bad
methodology for initial learning.
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This is offtopic. There is no reason to expect that from this project, and well beyond learning how to mod this project will not teach you how to mod other games, (and it most especially won't teach you good habits you'd need to learn either) no two games will have the same modding solutions even if they use the same systems. |
Added GUI.PluginListScreen for drawing the plugin list Adds Plugins button to Main Menu Draws plugins based on GUI.PluginInfo Needed to add SemanticVersion 2.0.0.0 to PathfinderAPI project GUI.PluginInfo reads from BepInPlugin, Meta.PluginInfoAttribute, Meta.PluginWebsiteAttribute, BepInDependency, and BepInIncompatibility for plugin information Displays load order, is enabled, and allows displaying of plugin image (either set in PluginInfoAttribute.ImagePath or <plugin's guid>.<image extentsion>) Does not draw undefined/null elements Added Event.Menu.DrawMainMenuButtonEvent for detecting and manipulating main menu button draw events. Added Meta.PluginInfoAttribute for extra plugin metadata Added Meta.PluginWebsiteAttribute for plugin website listing (is automatically sorted by key in PluginInfo) Added PluginInfo and PluginWebsite attributes to PathfinderAPIPlugin
#169 currently implements:
This is however crude as there is no text wrapping nor any actual scrolling implemented so there is no way to see offscreen information. |
A plugin list should be accessible both from the main menu and while in game, it should include:
We could also implement a manner to include:
Any other suggestions for what the plugin should contain should be commented below.
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