Releases: gurrenm3/BTD-Mod-Helper
Releases · gurrenm3/BTD-Mod-Helper
3.1.11
- Added
ModTower.Hotkey
override to assign aModSettingHotkey
for placing your tower in game - Added the
Renderer.ApplyOutlineShader
extension to give a custom display's renderer the standard outlining / selection highlight that regular towers have - Added the
IModSettings
interface that controls if ModSettings will be added from that ModContent type - Added
UpgradeType.ByName
lookup - Added some more misc
Model
extensions - Fixed issue with custom 3d Bloons' damaged displays
- Fixed Tower background in the challenge rules screen always being Magic
- Fixed issue with Profile Cleaning for mod heroes
- Fixed issue with
ModSettingHotkey.JustReleased
on Hotkeys without modifiers
3.1.10
- Fixed mod hotkeys sometimes not saving new values
- Fixed OnNewGameModel hook signature change
- This impacted some other mods such as Mega Knowledge
- Fixed in game messages (like from Faster Forward) sometimes breaking after back to back matches
3.1.9
- Added
ModBloon.ModifyBloonModelForMatch
override like the ones for towers and upgrades - Create mod button will now work when your mods folder is on a different volume than your BTD6 install
- Hotkeys can now be easily unset via pressing Escape while setting
- Fixed ModVanillaParagon crash issue
- Fixed 2d towers for the new DisplayCategory
- Fixed issue with custom heroes appearing in the shop multiple times
- Fixed extraneous "cleaning acquiredUpgrade" messages after disabling mods
- Fixed false positive warnings for disabling certain mods that weren't actually dependencies
3.1.8
- Fixed for BTD6 37
- Added
ModTower.ModifyTowerModelForMatch
andModUpgrade.ApplyUpgradeForMatch
overrides for easily modifying custom
towers on a per match basis / based on mod settings without needing a restart FileIOHelper.SaveObject
now will useReferenceLoopHandling.Ignore
by default- (More Alchemist TowerModels will now be included in the exported game data)
- Added
ModTower.ShopTowerCount
override to easily set how many of a tower you can purchase at once in a standard game - Some fixes for ModBloon default displays
3.1.7
If you haven't already seen, there is now a website version of the Mod Browser on the new github pages site.
- Regenerated UpgradeType constants for v36
- Added a stopgap patch onto
Il2CppDetourMethodPatcher_RaiseException
to make "During invoking native->managed trampoline" errors also print their full exceptions- This will eventually be removed once MelonLoader fixes it
- Added a "Dependencies" field to ModHelperData, letting modders specify a comma separated list of "owner/repository" format GitHub mod dependencies
- When a user first downloads a mod, they will be prompted to also download the dependencies (including dependencies of dependencies)
- If not all of a mod's dependencies are active when trying to use a mod, a load error will be displayed for it in the Mods Menu
- For modders: the BtdModHelper.xml documentation file will now be automatically downloaded for you when you first use a new Mod Helper version
- Added the
ModTower.GetBaseTowerModel(int[] tiers)
override that lets you copy from different base TowerModels depending on what tier/crosspath you're using. - Added
BloonsMod.OnSaveSettings(JObject settings)
andBloonsMod.OnLoadSetings(JObject settings)
hooks - Modded Towers with Custom Tower Sets now appear in the Monkeys menu once again (thanks MelonLoader 0.6.1)
- Fixed internal GitHub API pagination, aka there should be less mods slipping through the cracks and sometimes not being shown in the Mod Browser
- Fixed the ModTower Instas blocker not knowing about Beast Handlers and ignoring Primary/Military/Magic only (thanks @Jonyboylovespie)
- Fixed using Number keys for ModSettingHotkeys
3.1.6
- Recompiled and fixed patches for BTD6 v36.0
- Added new VanillaSprites references for v36.0 images
3.1.5
- @GrahamKracker has started an
AdvancedBloonsTD6Mod
class that has pre/post versions and ref parameters for hooks - .wav files in your project will now be automatically included as embedded resources and loaded into AudioClips
- To directly get and play a custom sound "MySound.wav"
AudioClip
, you'd doModContent.GetAudioClip<YourBloonsTD6Mod>("MySound").Play()
- To use the custom sound in a
SoundModel
you'd dosoundModel.assetId = ModContent.CreateAudioSourceReference<YourBloonsTD6Mod>("MySound")
- To directly get and play a custom sound "MySound.wav"
- Fixed FileIOHelper.LoadObject
- Updated VanillaSprites with v35 textures
- Fixed Open Local Files Directory button
- Re enabled Monkey Knowledge getting exported from the Game Model
- Game Model Export also will create a
resources.json
file listing the GUID / resource mappings - Added
LateApplyUpgrade
andEarlyApplyUpgrade
methods to simplify having some parts of upgrade effects apply after/before all others
3.1.4
- Updated for BTD6 v35.0 (hastened by @GrahamKracker !)
3.1.3
- Fixed ModSettingHotkeys to allow easier overlap with vanilla hotkeys
- Fixed filtering mods menu empty page
- Fixes for ModSettingEnums (thanks Baydock!)
- Added BuffLocsName and BuffIconName properties to ModBuffIcons for clarity when manually applying them
3.1.2
- Fixed Exporting Game Data button for modders
- Added
application/x-msdos-program
as an allowed download content type for the Mod Browser - Increased the default mod browser download limit from 50 MB to 75 MB
- Added a more descriptive error message for mods that are too big
- Fixed some upgrade screen UI glitches