Releases: ghorsington/H3VR.Sideloader
Releases · ghorsington/H3VR.Sideloader
Version 0.3.6
Changelog
- Fix DLL resolving issues in MonoMod patcher
Version 0.3.5
Changelog
- Added configurable options (via
BepInEx/config/h3vr.sideloader.cfg
- Mod load directory is now configurable (default is current Mods folder)
- Debug logging is now configurable (disabled by default)
h3mod
s andhotmod
s are now loaded from subfolders as well
Version 0.3.4
- Update BepInEx support to 5.4
- Fix how
Mods
folder path is resolved
Version 0.3.3
- Allow for custom guns in the Vault (thanks, @BlockBuilder57!)
- Note to gun creators: for this to work,
SpawnedFromId
value of the injectedFVRObject
needs to be the same as your injectedItemSpawnerID
's ID.
- Note to gun creators: for this to work,
- Allow setting textures for materials with no prior texture set
Remember to check the installation guide and update to BepInEx 5.3.0.0.
Version 0.3.2
- Properly version MonoMod patcher
- Improve stability of object replacement and initialize proper data better (thanks, @BlockBuilder57!)
Remember to check the installation guide and update to BepInEx 5.3.0.0.
Version 0.3.1
- Fixed AudioClips not working when replacing via h3mods
Version 0.3.0
- Initial support for loading custom FVRObjects (courtesy of @BlockBuilder57)
- Currently no proper tool to do exporting yet, refer to the wiki for basic info
- Support for replacing AudioClips in weapons
- Currently no support in SkinPacker, but can be done manually by creating an asset mapping with
type
AudioClip
, settingtarget
to the name of the audio file in game andpath
toWAV
file inside the h3mod
- Currently no support in SkinPacker, but can be done manually by creating an asset mapping with
- Fixed occasional errors on startup when replacing item icons
Version 0.2.1
Changelog
- Fixed an issue where normal and ally textures were not changed when base texture was specified
- IMPORTANT: Right now, due to limitations of Unity, you must use the main
BaseColor
texture name to target the normal and alloy textures (or use the material name instead). In addition to that, you must specify thetexParam
as follows:_BumpMap
for normal textures_SpecTex
for alloy
That is, to target the normal texture of MP7A1, your target must be::MP7A1_BaseColor:_BumpMap
and not::MP7A1_Normal:
- IMPORTANT: Right now, due to limitations of Unity, you must use the main
- Clarified the target description in SkinPatcher until a proper fix is issued
Version 0.2.0
Changelog
- Added support for replacing icons in item spawner
- You can use "Texture name" to target the icon. The name of the icon texture is the same as in the game's assets.
- Added
.hotmod
as an alternative supported file extension - Added debug logs which allow to obtain the full target to any resource being loaded refer to resource location tips for more info
Version 0.1.0
Changelog
- Initial release