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- Fetching mods from new version of the database, which means new UUVR versions now available, plus a new Configuration Manager mod for Unity BepInEx mods. - Mod loaders now support passing a few extra parameters (thanks keton, and sorry for the delay). - Use more recent version of BepInEx for IL2CPP games. - Add new "App Type" filter, lets you hide demos. For now, it only uses reported information from Steam, but for other providers I'm just guessing from the game name (if it ends in "Demo", it's probably a demo). - Delete all mod files (but not configs) from a mod's folder when that mod is updated. Helps prevent issues with conflicts when updating mods or installing mods with the same IDs.
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backend/resources/bepinex/Il2Cpp/Windows/X64/copy-to-game/.doorstop_version
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4.3.0 |
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backend/resources/bepinex/Il2Cpp/Windows/X64/copy-to-game/winhttp.dll
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# {{ MOD_FILES_PATH }} will be used by Rai Pal. This token gets replaced by the path where BepInEx is installed. | ||
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[UnityDoorstop] | ||
# Specifies whether assembly executing is enabled | ||
enabled=true | ||
# Specifies the path (absolute, or relative to the game's exe) to the DLL/EXE that should be executed by Doorstop | ||
targetAssembly={{MOD_FILES_PATH}}/BepInEx/core/BepInEx.IL2CPP.dll | ||
# Specifies whether Unity's output log should be redirected to <current folder>\output_log.txt | ||
redirectOutputLog=false | ||
# General options for Unity Doorstop | ||
[General] | ||
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# Enable Doorstop? | ||
enabled = true | ||
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# Path to the assembly to load and execute | ||
# NOTE: The entrypoint must be of format `static void Doorstop.Entrypoint.Start()` | ||
target_assembly = {{MOD_FILES_PATH}}\BepInEx\core\BepInEx.Unity.IL2CPP.dll | ||
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# If true, Unity's output log is redirected to <current folder>\output_log.txt | ||
redirect_output_log = false | ||
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# Overrides the default boot.config file path | ||
boot_config_override = | ||
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# If enabled, DOORSTOP_DISABLE env var value is ignored | ||
# USE THIS ONLY WHEN ASKED TO OR YOU KNOW WHAT THIS MEANS | ||
ignoreDisableSwitch=true | ||
[MonoBackend] | ||
runtimeLib={{MOD_FILES_PATH}}/mono/MonoBleedingEdge/EmbedRuntime/mono-2.0-sgen.dll | ||
configDir={{MOD_FILES_PATH}}/mono/MonoBleedingEdge/etc | ||
corlibDir={{MOD_FILES_PATH}}/mono/Managed | ||
# Specifies whether the mono soft debugger is enabled | ||
debugEnabled=false | ||
# Specifies whether the mono soft debugger should suspend the process and wait for the remote debugger | ||
debugSuspend=false | ||
# Specifies the listening address the soft debugger | ||
debugAddress=127.0.0.1:10000 | ||
ignore_disable_switch = true | ||
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# Options specific to running under Unity Mono runtime | ||
[UnityMono] | ||
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# Overrides default Mono DLL search path | ||
# Sometimes it is needed to instruct Mono to seek its assemblies from a different path | ||
# (e.g. mscorlib is stripped in original game) | ||
# This option causes Mono to seek mscorlib and core libraries from a different folder before Managed | ||
# Original Managed folder is added as a secondary folder in the search path | ||
dll_search_path_override = | ||
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# If true, Mono debugger server will be enabled | ||
debug_enabled = false | ||
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# When debug_enabled is true, this option specifies whether Doorstop should initialize the debugger server | ||
# If you experience crashes when starting the debugger on debug UnityPlayer builds, try setting this to false | ||
debug_start_server = true | ||
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# When debug_enabled is true, specifies the address to use for the debugger server | ||
debug_address = 127.0.0.1:10000 | ||
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# If true and debug_enabled is true, Mono debugger server will suspend the game execution until a debugger is attached | ||
debug_suspend = false | ||
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# Options sepcific to running under Il2Cpp runtime | ||
[Il2Cpp] | ||
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# Path to coreclr.dll that contains the CoreCLR runtime | ||
coreclr_path = {{MOD_FILES_PATH}}\dotnet\coreclr.dll | ||
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# Path to the directory containing the managed core libraries for CoreCLR (mscorlib, System, etc.) | ||
corlib_dir = {{MOD_FILES_PATH}}\dotnet |
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use crate::serializable_enum; | ||
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serializable_enum!(AppType { Game, Demo }); |
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