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2023-01-11 23:26:50 +01:00
commit b797c0c84a
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# Common settings that generally should always be used with your language specific settings
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# https://www.davidlaing.com/2012/09/19/customise-your-gitattributes-to-become-a-git-ninja/
* text=auto
#
# The above will handle all files NOT found below
#
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.gitignore export-ignore
.gitkeep export-ignore
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
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*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
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[Aa][Rr][Mm]64/
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# Visual Studio 2015/2017 cache/options directory
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# Uncomment if you have tasks that create the project's static files in wwwroot
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# (https://github.com/github/gitignore/pull/2483#issue-259490424)
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
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Generated_Code/
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# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
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.paket/paket.exe
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ASALocalRun/
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*.binlog
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*.nvuser
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.mfractor/
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.localhistory/
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healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# csproj.user file (for local environment)
*.csproj.user
# not the libraries folder
!libraries/*
.idea/
# not the valheim path file
Environment.props
# not the generated dll for thunderstore
*/Package/plugins/*
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ExecutePrebuild>false</ExecutePrebuild>
</PropertyGroup>
</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.4.33213.308
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GaslightArrin", "JotunnModStub\GaslightArrin.csproj", "{DEAF4438-8089-40ED-8175-398E1261D45B}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{DEAF4438-8089-40ED-8175-398E1261D45B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DEAF4438-8089-40ED-8175-398E1261D45B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DEAF4438-8089-40ED-8175-398E1261D45B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DEAF4438-8089-40ED-8175-398E1261D45B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {04FA40AF-91D5-4CE8-92ED-7530C8DF0D5E}
EndGlobalSection
EndGlobal
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// JotunnModStub
// a Valheim mod skeleton using Jötunn
//
// File: JotunnModStub.cs
// Project: JotunnModStub
using BepInEx;
using Jotunn.Entities;
using Jotunn.Managers;
namespace EasyStackPlugin
{
[BepInPlugin(PluginGUID, PluginName, PluginVersion)]
[BepInDependency(Jotunn.Main.ModGuid)]
//[NetworkCompatibility(CompatibilityLevel.EveryoneMustHaveMod, VersionStrictness.Minor)]
internal class EasyStackPlugin : BaseUnityPlugin
{
public const string PluginGUID = "com.itmae.easystack";
public const string PluginName = "EasyStack";
public const string PluginVersion = "1.3.1";
// Use this class to add your own localization to the game
// https://valheim-modding.github.io/Jotunn/tutorials/localization.html
public static CustomLocalization Localization = LocalizationManager.Instance.GetLocalization();
private void Awake()
{
// Jotunn comes with its own Logger class to provide a consistent Log style for all mods using it
Jotunn.Logger.LogInfo("ModStub has landed");
// To learn more about Jotunn's features, go to
// https://valheim-modding.github.io/Jotunn/tutorials/overview.html
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\packages\JotunnLib.2.10.0\build\JotunnLib.props" Condition="Exists('..\packages\JotunnLib.2.10.0\build\JotunnLib.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{DEAF4438-8089-40ED-8175-398E1261D45B}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>JotunnModStub</RootNamespace>
<AssemblyName>JotunnModStub</AssemblyName>
<TargetFrameworkVersion>v4.6.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>
</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(OS)' == 'Windows_NT'">
<StartAction>Program</StartAction>
<StartProgram>$(VALHEIM_INSTALL)\valheim.exe</StartProgram>
<StartArguments>-console</StartArguments>
<StartWorkingDirectory>$(VALHEIM_INSTALL)</StartWorkingDirectory>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony, Version=2.9.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\HarmonyX.2.9.0\lib\net45\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Jotunn, Version=2.10.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\JotunnLib.2.10.0\lib\net462\Jotunn.dll</HintPath>
</Reference>
<Reference Include="Mono.Cecil, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.dll</HintPath>
</Reference>
<Reference Include="Mono.Cecil.Mdb, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Mdb.dll</HintPath>
</Reference>
<Reference Include="Mono.Cecil.Pdb, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Pdb.dll</HintPath>
</Reference>
<Reference Include="Mono.Cecil.Rocks, Version=0.11.4.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.11.4\lib\net40\Mono.Cecil.Rocks.dll</HintPath>
</Reference>
<Reference Include="MonoMod, Version=21.9.19.1, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\MonoMod.21.9.19.1\lib\net40\MonoMod.exe</HintPath>
</Reference>
<Reference Include="MonoMod.RuntimeDetour, Version=22.1.29.1, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\MonoMod.RuntimeDetour.22.1.29.1\lib\net452\MonoMod.RuntimeDetour.dll</HintPath>
</Reference>
<Reference Include="MonoMod.Utils, Version=22.1.29.1, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\MonoMod.Utils.22.1.29.1\lib\net452\MonoMod.Utils.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\IgnoreAccessModifiers.cs" />
<Compile Include="EasyStackPlugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
<None Include="packages.config" />
<None Include="README.md" />
</ItemGroup>
<ItemGroup>
<Folder Include="Package\plugins\" />
</ItemGroup>
<ItemGroup>
<None Include="Package\manifest.json" />
</ItemGroup>
<ItemGroup>
<Content Include="Package\icon.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="JotunnPostBuildTaskWin" Condition="'$(OS)' == 'Windows_NT'">
<Exec Command="powershell.exe -ExecutionPolicy RemoteSigned -File &quot;$(SolutionDir)publish.ps1&quot; -Target &quot;$(ConfigurationName)&quot; -TargetPath &quot;$(TargetDir.TrimEnd('\'))&quot; -TargetAssembly &quot;$(TargetFileName)&quot; -ValheimPath &quot;$(VALHEIM_INSTALL.TrimEnd('\'))&quot; -DeployPath &quot;$(MOD_DEPLOYPATH.TrimEnd('\'))&quot; -ProjectPath &quot;$(ProjectDir.TrimEnd('\'))&quot; " />
</Target>
<PropertyGroup>
<BuildDependsOn>
$(BuildDependsOn);
JotunnPostBuildTaskWin
</BuildDependsOn>
</PropertyGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\JotunnLib.2.10.0\build\JotunnLib.props')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\JotunnLib.2.10.0\build\JotunnLib.props'))" />
</Target>
</Project>
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# JotunnModStub
Upon building for release, this README.md is copied into the `Package` folder for thunderstore packaging. Remember to also edit the manifest.json and supply your own mod icon.
## Installation (manual)
## Features
## Changelog
## Known issues
You can find the github at:
Binary file not shown.

After

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{
"name": "EasyStack",
"description": "",
"version_number": "1.3.1",
"website_url": "",
"dependencies": [
"ValheimModding-Jotunn-2.7.9"
]
}
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using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("EasyStack")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("EasyStack")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e3243d22-4307-4008-ba36-9f326008cde5")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.3.1.0")]
[assembly: AssemblyFileVersion("1.3.1.0")]
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// Veilheim
// a Valheim mod
//
// File: IgnoreAccessModifiers.cs
// Project: Veilheim
using System.Security.Permissions;
// SecurityPermision set to minimum
// for skipping access modifiers check from the mono JIT
// The same attribute are added to the assembly when ticking
// Unsafe Code in the Project settings
// This is done here to allow an explanation of the trick and
// not in an outside source you could potentially miss.
#pragma warning disable CS0618 // Type or member is obsolete
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
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# JotunnModStub
Upon building for release, this README.md is copied into the `Package` folder for thunderstore packaging. Remember to also edit the manifest.json and supply your own mod icon.
## Installation (manual)
## Features
## Changelog
## Known issues
You can find the github at:
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<dependentAssembly>
<assemblyIdentity name="Mono.Cecil" publicKeyToken="50cebf1cceb9d05e" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-0.11.4.0" newVersion="0.11.4.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="Mono.Cecil.Mdb" publicKeyToken="50cebf1cceb9d05e" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-0.10.4.0" newVersion="0.10.4.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="Mono.Cecil.Pdb" publicKeyToken="50cebf1cceb9d05e" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-0.10.4.0" newVersion="0.10.4.0" />
</dependentAssembly>
</assemblyBinding>
</runtime>
</configuration>
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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="HarmonyX" version="2.9.0" targetFramework="net462" />
<package id="JotunnLib" version="2.10.0" targetFramework="net462" />
<package id="Mono.Cecil" version="0.11.4" targetFramework="net462" />
<package id="MonoMod" version="21.9.19.1" targetFramework="net462" />
<package id="MonoMod.RuntimeDetour" version="22.1.29.1" targetFramework="net462" />
<package id="MonoMod.Utils" version="22.1.29.1" targetFramework="net462" />
</packages>
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
# Assemblies (dont distribute!)
/[Aa]ssets/[Aa]ssemblies/*.dll
# Vanilla scripts (dont distribute!)
/[Aa]ssets/[Vv]anilla[Ss]cripts/**/
# Installed plugins (might be paid stuff, so dont distribute)
/[Aa]ssets/Plugins*
# AssetBundles (manual copy these)
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Windows Store Apps: 5
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
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# JötunnModStub
A Valheim mod stub project using [Jötunn](https://github.com/Valheim-Modding/Jotunn) including build tools and a basic Unity project stub. There is no actual plugin content included, just a bare minimum plugin class.
# Quick Setup Guide
These are quick setup steps with no context provided. Please see Jötunns [Github Pages](https://valheim-modding.github.io/Jotunn/guides/overview.html) for a more in depth guide and documentation.
## Development Environment Setup
How to setup the development enviroment for this project.
1. Install [Visual Studio 2022](https://visualstudio.microsoft.com) and add the C# workload.
2. Download this package: [BepInEx pack for Valheim](https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/)
3. Unpack and copy the contents of `BepInExPack_Valheim` into your Valheim root folder. You should now see a new folder called `<ValheimDir>\unstripped_corlib` and more additional stuff.
4. Fork and clone this repository using git. That should create a new folder `JotunnModStub`. You can also [use the template function of github](https://github.com/Valheim-Modding/JotunnModStub/generate) to create a new, clean repo out of it and clone that.
5. Edit `DoPrebuild.props` in the project base path and change `ExecutePrebuild` to `true` if you want Jötunn to automatically generate publicized versions of the game dlls for you.
6. Open the Solution file `<JotunnModStub>\JotunnModStub.sln`. Right-click on the project or solution in the Solution Explorer and select `Manage NuGet packages...`. It should prompt you a message at the top that some NuGet-Packages are missing. Click "Restore" and restart Visual Studio when finished.
7. Rename the Solution/Project and everything related so that it resembles your own projects name. This includes the assembly information as well as the Unity project.
A new environment file `Environment.props` can be created in the projects base path `<JotunnModStub>`.
Make sure you are not in any subfolder.
Paste this snippet and change the paths accordingly.
```xml
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!-- Valheim install folder. This is normally found automatically, uncomment to overwrite it. Needs to be your path to the base Valheim folder. -->
<!-- <VALHEIM_INSTALL>X:\PathToYourSteamLibary\steamapps\common\Valheim</VALHEIM_INSTALL>-->
<!-- This is the folder where your build gets copied to when using the post-build automations -->
<MOD_DEPLOYPATH>$(VALHEIM_INSTALL)\BepInEx\plugins</MOD_DEPLOYPATH>
</PropertyGroup>
</Project>
```
### Post Build automations
Included in this repo is a PowerShell script `publish.ps1`. The script is referenced in the project file as a post-build event. Depending on the chosen configuration in Visual Studio the script executes the following actions.
### Building Debug
* The compiled dll file for this project is copied to `<ValheimDir>\BepInEx\plugins` (or whatever path you set as MOD_DEPLOYPATH).
* A .mdb file is generated for the compiled project dll and copied to `<ValheimDir>\BepInEx\plugins` (or whatever path you set as MOD_DEPLOYPATH).
### Building Release
* A compressed file with the binaries is created in `<JotunnModStub>\Packages`ready for upload to ThunderStore. Dont forget to include your information in the manifest.json and to change the project's readme file.
## Developing Assets with Unity
New Assets can be created with Unity and imported into Valheim using the mod. A Unity project is included in this repository under `<JotunnModStub>\JotunnModUnity`.
### Unity Editor Setup
1. [Download](https://public-cdn.cloud.unity3d.com/hub/prod/UnityHubSetup.exe) UnityHub directly from Unity or install it with the Visual Studio Installer via `Individual Components` -> `Visual Studio Tools for Unity`.
2. You will need an Unity account to register your PC and get a free licence. Create the account, login with it in Unity Hub and get your licence via `Settings` -> `Licence Management`.
3. Install Unity Editor version 2020.3.33f.
4. Copy all `assembly_*.dll` from `<ValheimDir>\valheim_Data\Managed` into `<JotunnModStub>\JotunnModUnity\Assets\Assemblies`. **Do this directly in the filesystem - don't open Unity first or import the dlls directly in Unity**.
5. **Warning:** These assembly files are copyrighted material and you can theoretically get into trouble when you distribute them in your github repository. To avoid that there is a .gitignore file in the Unity project folder. Keep that when you clone or copy this repository.
6. Open Unity Hub and add the JotunnModUnity project.
7. Open the project.
7. Install the `AssetBundle Browser` package in the Unity Editor via `Window`-> `Package Manager` for easy bundle creation.
## Debugging
You can enable remote debugging of your mod code at runtime via dnSpy or Visual Studio. Before being able to attach a remote debugger you will have to prepare your game install and turn it into a "Development Build" once:
1. Locate your Unity Editor installation from the previous step and navigate to `<UnityInstall>\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_development_mono`
2. Copy `UnityPlayer.dll` and `WinPixEventRuntime.dll` from that folder into your game installation folder. Overwrite existing files.
3. Open the `<Valheim>\valheim_Data\boot.config` with a text editor (Notepad++ for example) and add a new line `player-connection-debug=1` to it.
4. When starting up Valheim you should see a `Development Build` text at the lower-right corner of the screen.
### Debugging with Visual Studio
Your own code can be debugged in source with Visual Studio itself.
1. Install Visual Studio Tools for Unity (can be done in Visual Studio installer via `Individual Components` -> `Visual Studio Tools for Unity`)
3. Build the project with target `Debug`. The publish.ps1 PowerShell script from this repo...
* copies the generated mod .dll and .pdb to \<ValheimDir>\BepInEx\plugins after a successful build
* automatically generates a JotunnModStub.dll.mdb file, which is needed for Unity/mono debugging. It should be in \<ValheimDir>\BepInEx\plugins, too.
4. Start Valheim (either directly from Steam or hit F5 in Visual Studio when Steam is running)
5. Go to `Debug` -> `Attach Unity debugger`
6. You should see your local game instance listed as a target to attach the debugger to. If it is not there, try hitting `Refresh` as the debugger only appears after the game has loaded into the main menu.
## Actions after a game update
When Valheim updates it is likely that parts of the assembly files change. If this is the case, the references to the assembly files must be renewed in Visual Studio and Unity.
### Visual Studio actions
1. There is a file called DoPrebuild.props included in the solution. When you set its only value to true, Jötunn will automatically generate publicized assemblies for you. Otherwise you have to do this step manually.
### Unity actions
1. Copy all `assembly_*.dll` from `<ValheimDir>\valheim_Data\Managed` into `<JotunnModStub>\JotunnModUnity\Assets\Assemblies`. <br />
**Do this directly in the filesystem - don't import the dlls in Unity**.
2. Go to Unity Editor and press `Ctrl+R`. This reloads all files from the filesystem and "re-imports" the copied dlls into the project.
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param([string]$cmdarg = "")
#Contibuted by Kpro#3271
#uncomment to enable logging
#Start-Transcript -OutputDirectory "C:\transcripts\"
Write-Host ""
Write-Host ""
Write-Host "WELCOME TO JOTUNNMODSTUB RENAMING UTILITY"
Write-Host "-----------------------------------------"
Write-Host ""
Write-Host "This script will do the following:"
Write-Host ""
Write-Host ""
Write-Host "1. Change the file names, folder names, and project references from the JotunnModStub to your custom solution name."
Write-Host ""
Write-Host "2. Change the DoPrebuild.props file."
Write-Host ""
Write-Host "3. Create the Environment.props file."
$modstubpath = Get-Location
$modstubfoldername = Split-Path -Path $modstubpath -leaf
Write-Host ""
if ($cmdarg -eq "-nocopy") {
$Name = $modstubfoldername
} else {
#Check for rename and copy use-case
Write-Host "Step 1. Choose one of the following options:"
Write-Host ""
Write-Host "1. Create a solution in this folder named '$modstubfoldername'"
Write-Host ""
Write-Host "2. Copy this folder to a new folder with a solution name I will choose"
Write-Host ""
$yn = Read-Host "Select (1/2)?"
if ($yn -eq "1")
{
$Name = $modstubfoldername
}
else
{
Write-Host ""
Write-Host "Got it. A copy of this folder will be created with a new folder and solution name that you choose"
$Name = Read-Host "Enter a new name for the solution."
Write-Host ""
#Copy modstub folder
Copy-Item ..\$modstubfoldername -Destination "..\$Name" -Recurse
Set-Location ..\$Name
Write-Host "Current location set to: (Get-Location)"
}
}
#Rename folders and files
if ($Name -ne "")
{
Write-Host " . . . Renaming files and folders to '$Name' . . ."
Move-Item -Path ..\$Name\JotunnModStub -Destination ..\$Name\$Name
$unity = $Name + "Unity"
Move-Item -Path ..\$Name\JotunnModUnity -Destination ..\$Name\$unity
Get-ChildItem -Path ..\$Name\ -File -Recurse | % -Process{if($_.Name -ne "JotunnModStub.zip") {Rename-Item -Path $_.PSPath -NewName $_.Name.replace("JotunnModStub", $Name)}}
}
else{
Write-Host "Error: empty solution name"
Read-Host "Enter to exit"
Exit 0
}
#Rename internal references
$msg = " . . . Replacing internal references to 'JotunnModStub' with " + '($Name)' + " . . ."
Write-Host $msg
((Get-Content -path ..\$Name\$Name.sln -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name.sln
((Get-Content -path ..\$Name\$Name\$Name.cs -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\$Name.cs
$landed = $Name + " has landed"
((Get-Content -path ..\$Name\$Name\$Name.cs -Raw) -replace 'ModStub has landed',$landed) | Set-Content -Path ..\$Name\$Name\$Name.cs
((Get-Content -path ..\$Name\$Name\$Name.csproj -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\$Name.csproj
((Get-Content -path ..\$Name\$Name\Properties\AssemblyInfo.cs -Raw) -replace 'JotunnModStub',$Name) | Set-Content -Path ..\$Name\$Name\Properties\AssemblyInfo.cs
#setting DoPrebuild.props to true
Write-Host ""
Write-Host "Step 2. . . . setting DoPrebuid.props <ExecutePrebuild> to true..."
((Get-Content -path ..\$Name\DoPreBuild.props -Raw) -replace 'False','True') | Set-Content -Path ..\$Name\DoPreBuild.props
Write-Host ""
#Test whether Environment.props exists in parent directory
if (Test-Path -Path ..\Environment.props) {
Write-Host ""
$yn = Read-Host "Step 3. . . . An Environment.Props file is dectected in the parent directory. Copy this file to solution directory (y/n)?"
if ($yn -eq "y") {
Copy-Item "..\Environment.props" -Destination ".\"
} else {
Write-Host ""
Write-Host "WARNING"
Write-Host "-------"
Write-Host ""
Write-Host "You must create an environment.props file inside the solution directory PRIOR to building the solution."
Write-Host "Instructions for creating this file can be found at"
Write-Host "https://github.com/Valheim-Modding/JotunnModStub"
Write-Host ""
Write-Host ""
Read-Host "Hit Enter to Exit"
Exit 1
}
} else {
Write-Host ""
Write-Host "Step 3 . . . . You must create an environment.props file inside the solution directory PRIOR to building the solution."
Write-Host ""
$yn3 = Read-Host " -- Would you like to create an environment.props file now (y/n)"
if ($yn3 -eq "y")
{
#Initially assume typical install location
$TypicalInstallFolder = "c:\Program Files (x86)\Steam\steamapps\common\Valheim"
#Test for existence of typical install
if (Test-Path -Path $TypicalInstallFolder) {
$ValheimFolder = $TypicalInstallFolder
} else {
$ValheimFolder = "$env:SystemDrive"
}
#Ask user to verify install folder
function Get-InstallFolder($initialDirectory="") {
[void] [System.Reflection.Assembly]::LoadWithPartialName('System.Windows.Forms')
$OpenFolderDialog = New-Object System.Windows.Forms.FolderBrowserDialog
$OpenFolderDialog.SelectedPath = $initialDirectory
$OpenFolderDialog.Description = "Select Valheim Install Folder"
$OpenFolderDialog.rootfolder = "MyComputer"
[void] $OpenFolderDialog.ShowDialog()
return $OpenFolderDialog.SelectedPath
}
Write-Host ""
Write-Host " -- Hit ENTER to select your Valheim install folder"
$verifiedinstallfolder = Get-InstallFolder($ValheimFolder)
#Build environment.props
New-Item .\environment.props
Add-Content -Path .\environment.props -Value '<?xml version="1.0" encoding="utf-8"?>'
Add-Content -Path .\environment.props -Value '<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">'
Add-Content -Path .\environment.props -Value ' <PropertyGroup>'
Add-Content -Path .\environment.props -Value ' <!-- Needs to be your path to the base Valheim folder -->'
#Build Install Path
$installpath = " <VALHEIM_INSTALL>$verifiedinstallfolder</VALHEIM_INSTALL>"
Add-Content -Path .\environment.props -Value $installpath
Add-Content -Path .\environment.props -Value ' <!-- This is the folder where your build gets copied to when using the post-build automations -->'
Add-Content -Path .\environment.props -Value ' <MOD_DEPLOYPATH>$(VALHEIM_INSTALL)\BepInEx\plugins</MOD_DEPLOYPATH>'
Add-Content -Path .\environment.props -Value ' </PropertyGroup>'
Add-Content -Path .\environment.props -Value '</Project>'
#Copy environment.props to parent folder for reuse
Copy-Item ".\environment.props" -Destination "..\"
#check for existence of BepInEx folder
if (Test-Path -Path $verifiedinstallfolder\BepInEx) {
} else {
Write-Host "WARNING: BepInEx is not installed."
}
}
}
#Exit
Write-Host ""
Write-Host ""
Write-Host "Success"
Write-Host "-------"
Write-Host ""
Write-Host "The process is complete."
Write-Host "Note that, as stated in the wiki, the compiler will generate reference errors the first time you build the solution."
Write-Host "This is normal. Close VS2019/2022. Reopen the solution. Build. The errors should be resolved."
Write-Host ""
Write-Host ""
Read-Host "Hit Enter to Exit"
Write-Host ""
Write-Host ""
Exit 0
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param(
[Parameter(Mandatory)]
[ValidateSet('Debug','Release')]
[System.String]$Target,
[Parameter(Mandatory)]
[System.String]$TargetPath,
[Parameter(Mandatory)]
[System.String]$TargetAssembly,
[Parameter(Mandatory)]
[System.String]$ValheimPath,
[Parameter(Mandatory)]
[System.String]$ProjectPath,
[System.String]$DeployPath
)
# Make sure Get-Location is the script path
Push-Location -Path (Split-Path -Parent $MyInvocation.MyCommand.Path)
# Test some preliminaries
("$TargetPath",
"$ValheimPath",
"$(Get-Location)\libraries"
) | % {
if (!(Test-Path "$_")) {Write-Error -ErrorAction Stop -Message "$_ folder is missing"}
}
# Plugin name without ".dll"
$name = "$TargetAssembly" -Replace('.dll')
# Create the mdb file
$pdb = "$TargetPath\$name.pdb"
if (Test-Path -Path "$pdb") {
Write-Host "Create mdb file for plugin $name"
Invoke-Expression "& `"$(Get-Location)\libraries\Debug\pdb2mdb.exe`" `"$TargetPath\$TargetAssembly`""
}
# Main Script
Write-Host "Publishing for $Target from $TargetPath"
if ($Target.Equals("Debug")) {
if ($DeployPath.Equals("")){
$DeployPath = "$ValheimPath\BepInEx\plugins"
}
$plug = New-Item -Type Directory -Path "$DeployPath\$name" -Force
Write-Host "Copy $TargetAssembly to $plug"
Copy-Item -Path "$TargetPath\$name.dll" -Destination "$plug" -Force
Copy-Item -Path "$TargetPath\$name.pdb" -Destination "$plug" -Force
Copy-Item -Path "$TargetPath\$name.dll.mdb" -Destination "$plug" -Force
}
if($Target.Equals("Release")) {
Write-Host "Packaging for ThunderStore..."
$Package="Package"
$PackagePath="$ProjectPath\$Package"
Write-Host "$PackagePath\$TargetAssembly"
New-Item -Type Directory -Path "$PackagePath\plugins" -Force
Copy-Item -Path "$TargetPath\$TargetAssembly" -Destination "$PackagePath\plugins\$TargetAssembly" -Force
Copy-Item -Path "$ProjectPath\README.md" -Destination "$PackagePath\README.md" -Force
Compress-Archive -Path "$PackagePath\*" -DestinationPath "$TargetPath\$TargetAssembly.zip" -Force
}
# Pop Location
Pop-Location