
REPOLib
Library for adding content to R.E.P.O.Details
v2.1.0
- Added Upgrades module. (#29)
- Fixed not being able to spawn vanilla network prefabs in singleplayer.
- Made all extension methods and a few other non-module things private.
- Existing mods using these things should still work, but it is recommended that they switch to another solution.
v2.0.1
- Fixed BundleLoader causing an infinite loading screen when loading invalid content.
- Moved documentation to the R.E.P.O. Modding Wiki.
- Added XML documentation for most public API classes, methods, and properties. (#40)
v2.0.0
- Added support for registering levels. (#32)
- Added new async bundle loading system. (#15)
- Added more safety checks when instantiating a network prefab.
- Changed most of the extended logs to use the
Debuglog level, instead ofInfo. (#33) - Split the
DeveloperModeconfig option into two ones:DeveloperModeenables developer-only chat commands.VanillaDeveloperModeenables the vanilla developer keyboard shortcuts.
- Fixed the SpawnEnemy method ignoring the spawnDespawned parameter always spawning enemies not despawned.
- Breaking changes:
- Changed the signature of
BundleLoader.LoadBundle(due to async loading). - Moved
GenericValuablePresetNameandValuablePresetsfromModules.ValuablestoModules.ValuablePresets.
- Changed the signature of
Older Versions
v1.5.0
- Added partial name matching to all spawn commands. (#17)
- Added a new developer mode command
Spawn Enemy.- Usage:
/spawnenemy <name>(/sefor short) - You must enable
DeveloperModemode in the config settings to use developer mode commands. - Note: developer mode commands are host-only!
- Usage:
- Added methods/properties to the Valuables module.
SpawnValuable- Spawn a valuable.AllValuablesandGetValuables- Returns a list of all the valuables registered in the game. (Vanilla and Modded)GetValuableByNameandTryGetValuableByName- Returns a valuable prefab that equals the name.GetValuableThatContainsNameandTryGetValuableThatContainsName- Returns a valuable prefab that contains the name.
- Added methods/properties to the Items module.
SpawnItem- Spawn an item.AllItemsandGetItems- Returns a list of all the items registered in the game. (Vanilla and Modded)GetItemByNameandTryGetItemByName- Returns an item that equals the name.GetItemThatContainsNameandTryGetItemThatContainsName- Returns an item that contains the name.
- Added methods/properties to the Enemies module.
SpawnEnemy- Spawn an enemy.AllEnemiesandGetEnemies- Returns a list of all the enemies registered in the game. (Vanilla and Modded)GetEnemyByNameandTryGetEnemyByName- Returns an EnemySetup that equals the name.GetEnemyThatContainsNameandTryGetEnemyThatContainsName- Returns an EnemySetup that contains the name.
- Added a method to the NetworkPrefabs module.
SpawnNetworkPrefab- Spawn a network prefab by providing a prefab ID.- This method works in both multiplayer and singleplayer.
- Note: this will only spawn registered network prefabs.
- You can now toggle developer mode using the REPOConfig mod.
- You can now register enemy groups if you have already registered that enemy previously.
v1.4.2
- Removed changelog field from the
Modasset. (#14)
REPOLib-Sdk v1.2.0
- Added an
Extra Filesfield to theModasset. (REPOLib-Sdk#7)- You can put your changelog file here.
v1.4.1
- Added
RaiseMasterClienttoREPOLib.Modules.NetworkingEventsclass. - Added
RaiseEventmethod toREPOLib.Modules.NetworkedEventclass.- This method works to call in singleplayer.
v1.4.0
- Added REPOLib as default dependency to the
Modasset. (#11) - Added
REPOLib.Modules.Utilitiesclass that contains a functionpublic static void FixAudioMixerGroups(GameObject prefab);to fix the audio mixer groups on a prefab and their children. (#10) - Registering features (Valuables, Items, Enemies, etc...) will now automatically fix their prefabs audio mixer groups.
- Added
REPOLib.Modules.NetworkedEventclass to easily manage your event codes when usingPhotonNetwork.RaiseEvent();(#12)
v1.3.1
- Added changelog field to the
Modasset. (#9)
v1.3.0
- Added more validation when registering features to prevent conflicts and errors.
- Added support for registering custom chat /commands. (#5)
- Added some built-in developer mode commands:
/spawnvaluable <name>,/spawnitem <name>(/svand/sifor short)- You must enable
DeveloperModemode in the config settings to use developer mode commands. - Note: developer mode commands are host-only!
- You must enable
- Added some built-in developer mode commands:
v1.2.0
- Added support for registering items.
- Added support for registering enemies. (#2)
- Added support for registering features without code using the REPOLib-Sdk. (#3)
- Features now register network prefabs to have their prefabId match the Resources folder structure.
- You can no longer manually pass in a prefabId when registering a valuable.
v1.1.0
- You can now register valuables to specific levels. (#1)
- Valuables Presets:
Valuables - Generic,Valuables - Wizard,Valuables - Manor,Valuables - Arctic
- Valuables Presets:
v1.0.2
- Small improvement to
NetworkPrefabs.cs,Valuables.cs,CustomPrefabPool.cs,LevelValuablesExtension.cs, and other. - Added
public static IReadOnlyList<GameObject> RegisteredValuables { get; }toValuables.cs
v1.0.1
- Updated mod icon.
v1.0.0
- Initial release.