Releases: DarkDaskin/UnityModStudio
Releases · DarkDaskin/UnityModStudio
v3.0.106
v3.0.105
Core
- Reworked mod deployment.
- Added an option to disable deployment.
- Added an option to create symbolic link to mod sources.
- Added possibility to deploy mod content files.
- Added an option to copy mod source code to the target mod directory.
- Allowed to build without using the game registry.
- Manually specified game path.
- Ambient game (i.e. mod sources located in a game sub-directory).
- No-game build (i.e. using a reference assembly package).
- Improved built time.
- References are correctly shown in Solution Explorer.
- Allowed to build mods supporting multiple game versions.
- Version selector in the project wizard.
- Version-specific define constants.
- Covered most functionality in unit and integration tests.
- Downloading Unity Doorstop on build instead of using bundled version.
- Implemented game extension infrastructure.
- Added Visual Studio 2026 support.
- Added build support for Unity <= 4.x.
- Added game name and version validation on build.
- Added the "Update all" button to the game manager window.
- Lots of minor bug fixes.
BepInEx
- BepInEx 5/6 project templates.
RimWorld
- RimWorld project template.
- LoadFolders.xml parsing.
- Automatic resolving of game version.
- Resolving assembly references from other mods.
Starting from this release Visual Studio 17.12 or newer is required.
v2.1.13
Implemented importing games from the list of installed programs or Steam.
Fixed a bug which prevented extension usage when game registry has not been created yet.
Starting from this release Visual Studio 17.4 or newer is required.
v2.0.11
Upgraded to Visual Studio 2022.
More robust game resolution.
Mod debugging support.
Game versioning support.
v1.1.9
Added game registry to store information about installed games.
New projects now allow to select a game from the registry.
Existing projects use the registry to resolve game path.
v1.0.9
Implemented features
- Creating a new project.
- Setting the base game path using a project wizard.
- Determining proper target framework.
- Referencing game assemblies.
- Deploying the mod into the game.
- Deploying and configuring a mod loader.