588 lines
20 KiB
Markdown
588 lines
20 KiB
Markdown
← [SMAPI](../README.md)
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The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
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for SMAPI mods and related tools. The package is fully compatible with Linux, macOS, and Windows.
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## Contents
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* [Use](#use)
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* [Features](#features)
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* [Configure](#configure)
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* [Code warnings](#code-warnings)
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* [FAQs](#faqs)
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* [How do I set the game path?](#custom-game-path)
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* [How do I change which files are included in the mod deploy/zip?](#how-do-i-change-which-files-are-included-in-the-mod-deployzip)
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* [Can I use the package for non-mod projects?](#can-i-use-the-package-for-non-mod-projects)
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* [For SMAPI developers](#for-smapi-developers)
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* [Release notes](#release-notes)
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## Use
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1. Create an empty library project.
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2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
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3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
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4. Compile on any platform.
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5. Run the game to play with your mod.
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## Features
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The package includes several features to simplify mod development (see [_configure_](#configure) to
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change how these work):
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* **Detect game path:**
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The package automatically finds your game folder by scanning the default install paths and
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Windows registry. It adds two MSBuild properties for use in your `.csproj` file if needed:
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`$(GamePath)` and `$(GameModsPath)`.
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* **Add assembly references:**
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The package adds assembly references to MonoGame, SMAPI, Stardew Valley, and xTile. It
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automatically adjusts depending on which OS you're compiling it on. If you use
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[Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony), it can optionally add
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a reference to that too.
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* **Copy files into the `Mods` folder:**
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The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n`
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files](https://stardewvalleywiki.com/Modding:Translations) (if any), and the `assets` folder (if
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any) into the `Mods` folder when you rebuild the code, with a subfolder matching the mod's project
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name. That lets you try the mod in-game right after building it.
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* **Create release zip:**
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The package adds a zip file in your project's `bin` folder when you rebuild the code, in the
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format recommended for uploading to mod sites like Nexus Mods. This includes the same files as
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the previous feature.
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* **Launch or debug mod:**
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On Windows only, the package configures Visual Studio so you can launch the game and attach a
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debugger using _Debug > Start Debugging_ or _Debug > Start Without Debugging_. This lets you [set
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breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019)
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in your code while the game is running, or [make simple changes to the mod code without needing to
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restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019).
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This is disabled on Linux/macOS due to limitations with the Mono wrapper.
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* **Preconfigure common settings:**
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The package automatically enables `.pdb` files (so error logs show line numbers to simplify
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debugging), and enables support for the simplified SDK-style `.csproj` format.
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* **Add code warnings:**
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The package runs code analysis on your mod and raises warnings for some common errors or
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pitfalls. See [_code warnings_](#code-warnings) for more info.
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## Configure
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### How to set options
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You can configure the package by setting build properties, which are essentially tags like this:
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```xml
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<PropertyGroup>
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<ModFolderName>CustomModName</ModFolderName>
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<EnableModDeploy>false</EnableModDeploy>
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</PropertyGroup>
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```
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There are two places you can put them:
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* **Global properties** apply to every mod project you open on your computer. That's recommended
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for properties you want to set for all mods (e.g. a custom game path). Here's where to put them:
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1. Open the home folder on your computer (see instructions for
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[Linux](https://superuser.com/questions/409218/where-is-my-users-home-folder-in-ubuntu),
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[macOS](https://www.cnet.com/how-to/how-to-find-your-macs-home-folder-and-add-it-to-finder/),
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or [Windows](https://www.computerhope.com/issues/ch000109.htm)).
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2. Create a `stardewvalley.targets` file with this content:
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```xml
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<Project>
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<PropertyGroup>
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</PropertyGroup>
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</Project>
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```
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3. Add the properties between the `<PropertyGroup>` and `</PropertyGroup>`.
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* **Project properties** apply to a specific project. This is mainly useful for mod-specific
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options like the mod name. Here's where to put them:
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1. Open the folder containing your mod's source code.
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2. Open the `.csproj` file in a text editor (Notepad is fine).
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3. Add the properties between the first `<PropertyGroup>` and `</PropertyGroup>` tags you find.
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### Available properties
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These are the options you can set:
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<ul>
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<li>Game properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>GamePath</code></td>
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<td>
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The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to
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change it.
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</td>
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</tr>
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<tr>
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<td><code>GameModsPath</code></td>
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<td>
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The absolute path to the folder containing the game's installed mods (defaults to
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`$(GamePath)/Mods`), used when deploying the mod files.
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</td>
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</tr>
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<tr>
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</table>
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</li>
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<li>Mod build properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>EnableHarmony</code></td>
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<td>
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Whether to add a reference to [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony)
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(default `false`). This is only needed if you use Harmony.
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</td>
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</tr>
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<tr>
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<td><code>EnableModDeploy</code></td>
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<td>
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Whether to copy the mod files into your game's `Mods` folder (default `true`).
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</td>
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</tr>
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<tr>
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<td><code>EnableModZip</code></td>
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<td>
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Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`).
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</td>
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</tr>
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<tr>
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<td><code>ModFolderName</code></td>
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<td>
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The mod name for its folder under `Mods` and its release zip (defaults to the project name).
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</td>
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</tr>
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<tr>
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<td><code>ModZipPath</code></td>
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<td>
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The folder path where the release zip is created (defaults to the project's `bin` folder).
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</td>
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</tr>
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</table>
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</li>
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<li>Specialized properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>BundleExtraAssemblies</code></td>
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<td>
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**Most mods should not change this option.**
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By default (when this is _not_ enabled), only the mod files [normally considered part of the
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mod](#Features) will be added to the release `.zip` and copied into the `Mods` folder (i.e.
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"deployed"). That includes the assembly files (`*.dll`, `*.pdb`, and `*.xml`) for your mod project,
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but any other DLLs won't be deployed.
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Enabling this option will add _all_ dependencies to the build output, then deploy _some_ of them
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depending on the comma-separated value(s) you set:
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<table>
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<tr>
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<th>option</th>
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<th>result</th>
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</tr>
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<tr>
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<td><code>ThirdParty</code></td>
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<td>
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Assembly files which don't match any other category.
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</td>
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</tr>
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<tr>
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<td><code>System</code></td>
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<td>
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Assembly files whose names start with `Microsoft.*` or `System.*`.
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</td>
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</tr>
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<tr>
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<td><code>Game</code></td>
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<td>
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Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.
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</td>
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</tr>
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<tr>
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<td><code>All</code></td>
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<td>
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Equivalent to `System, Game, ThirdParty`.
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</td>
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</tr>
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</table>
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Most mods should omit the option. Some mods may need `ThirdParty` if they bundle third-party DLLs
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with their mod. The other options are mainly useful for unit tests.
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When enabling this option, you should **manually review which files get deployed** and use the
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`IgnoreModFilePaths` or `IgnoreModFilePatterns` options to exclude files as needed.
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</td>
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</tr>
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<tr>
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<td><code>EnableGameDebugging</code></td>
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<td>
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Whether to configure the project so you can launch or debug the game through the _Debug_ menu in
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Visual Studio (default `true`). There's usually no reason to change this, unless it's a unit test
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project.
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</td>
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</tr>
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<tr>
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<td><code>IgnoreModFilePaths</code></td>
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<td>
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A comma-delimited list of literal file paths to ignore, relative to the mod's `bin` folder. Paths
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are case-sensitive, but path delimiters are normalized automatically. For example, this ignores a
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set of tilesheets:
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```xml
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<IgnoreModFilePaths>assets/paths.png, assets/springobjects.png</IgnoreModFilePaths>
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```
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</td>
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</tr>
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<tr>
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<td><code>IgnoreModFilePatterns</code></td>
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<td>
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A comma-delimited list of regex patterns matching files to ignore when deploying or zipping the mod
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files (default empty). For crossplatform compatibility, you should replace path delimiters with `[/\\]`.
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For example, this excludes all `.txt` and `.pdf` files, as well as the `assets/paths.png` file:
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
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```
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</td>
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</tr>
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</table>
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</li>
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</ul>
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## Code warnings
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### Overview
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The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
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![](screenshots/code-analyzer-example.png)
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You can [hide the warnings](https://visualstudiomagazine.com/articles/2017/09/01/hide-compiler-warnings.aspx)
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if needed using the warning ID (shown under 'code' in the Error List).
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See below for help with specific warnings.
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### Avoid implicit net field cast
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Warning text:
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> This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but
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> {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual
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> value instead to avoid bugs.
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Stardew Valley uses net types (like `NetBool` and `NetInt`) to handle multiplayer sync. These types
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can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their
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conversion rules are unintuitive and error-prone. For example,
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`item?.category == null && item?.category != null` can both be true at once, and
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`building.indoors != null` can be true for a null value.
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Suggested fix:
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* Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of
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`monster.health` (`NetInt`). The package will add a separate [AvoidNetField](#avoid-net-field) warning for
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these. Use the suggested property instead.
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* For a reference type (i.e. one that can contain `null`), you can use the `.Value` property:
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```c#
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if (building.indoors.Value == null)
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```
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Or convert the value before comparison:
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```c#
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GameLocation indoors = building.indoors;
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if(indoors == null)
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// ...
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```
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* For a value type (i.e. one that can't contain `null`), check if the object is null (if applicable)
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and compare with `.Value`:
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```cs
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if (item != null && item.category.Value == 0)
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```
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### Avoid net field
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Warning text:
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> '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
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Your code accesses a net field, which has some unusual behavior (see [AvoidImplicitNetFieldCast](#avoid-implicit-net-field-cast)).
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This field has an equivalent non-net property that avoids those issues.
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Suggested fix: access the suggested property name instead.
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### Avoid obsolete field
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Warning text:
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> The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
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Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
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### Wrong processor architecture
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Warning text:
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> The target platform should be set to 'Any CPU' for compatibility with both 32-bit and 64-bit
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> versions of Stardew Valley (currently set to '{{current platform}}').
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Mods can be used in either 32-bit or 64-bit mode. Your project's target platform isn't set to the
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default 'Any CPU', so it won't work in both. You can fix it by [setting the target platform to
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'Any CPU'](https://docs.microsoft.com/en-ca/visualstudio/ide/how-to-configure-projects-to-target-platforms).
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## FAQs
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### How do I set the game path?<span id="custom-game-path"></span>
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The package detects where your game is installed automatically, so you usually don't need to set it
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manually. If it can't find your game or you have multiple installs, you can specify the path
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yourself.
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To do that:
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1. Get the full folder path containing the Stardew Valley executable.
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2. See [_configure_](#configure) to add this property:
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```xml
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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```
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3. Replace `PATH_HERE` with your game's folder path (don't add quotes).
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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still compile on a different computer).
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### How do I change which files are included in the mod deploy/zip?
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* For normal files, you can [add/remove them in the build output](https://stackoverflow.com/a/10828462/262123).
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* For assembly files (`*.dll`, `*.exe`, `*.pdb`, or `*.xml`), see the
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[`BundleExtraAssemblies` option](#configure).
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* To exclude a file which the package copies by default, see the [`IgnoreModFilePaths` or
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`IgnoreModFilePatterns` options](#configure).
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### Can I use the package for non-mod projects?
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Yep, this works in unit tests and framework projects too. Just disable the mod-related package
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features (see [_configure_](#configure)):
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```xml
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<EnableGameDebugging>false</EnableGameDebugging>
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<EnableModDeploy>false</EnableModDeploy>
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<EnableModZip>false</EnableModZip>
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```
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To copy referenced DLLs into your build output for unit tests, add this too:
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```xml
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<BundleExtraAssemblies>All</BundleExtraAssemblies>
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```
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## For SMAPI developers
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The mod build package consists of three projects:
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project | purpose
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------------------------------------------------- | ----------------
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`StardewModdingAPI.ModBuildConfig` | Configures the build (references, deploying the mod files, setting up debugging, etc).
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`StardewModdingAPI.ModBuildConfig.Analyzer` | Adds C# analyzers which show code warnings in Visual Studio.
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`StardewModdingAPI.ModBuildConfig.Analyzer.Tests` | Unit tests for the C# analyzers.
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The NuGet package is generated automatically in `StardewModdingAPI.ModBuildConfig`'s `bin` folder
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when you compile it.
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## Release notes
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## Upcoming release
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* Updated for Stardew Valley 1.5.5 and SMAPI 3.13.0. (Older versions are no longer supported.)
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* Added `IgnoreModFilePaths` option to ignore literal paths.
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* Added `BundleExtraAssemblies` option to copy bundled DLLs into the mod zip/folder.
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* Removed the `GameExecutableName` and `GameFramework` options (since they now have the same value
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on all platforms).
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* Removed the `CopyModReferencesToBuildOutput` option (superseded by `BundleExtraAssemblies`).
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* Improved analyzer performance by enabling parallel execution.
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**Migration guide for mod authors:**
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1. See [_migrate to 64-bit_](https://stardewvalleywiki.com/Modding:Migrate_to_64-bit_on_Windows) and
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[_migrate to Stardew Valley 1.5.5_](https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5.5).
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2. Possible changes in your `.csproj` or `.targets` files:
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* Replace `$(GameExecutableName)` with `Stardew Valley`.
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* Replace `$(GameFramework)` with `MonoGame` and remove any XNA Framework-specific logic.
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* Replace `<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>` with
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`<BundleExtraAssemblies>Game</BundleExtraAssemblies>`.
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* If you need to bundle extra DLLs besides your mod DLL, see the [`BundleExtraAssemblies`
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documentation](#configure).
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## 3.3.0
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Released 30 March 2021.
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* Added a build warning when the mod isn't compiled for `Any CPU`.
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* Added a `GameFramework` build property set to `MonoGame` or `Xna` based on the platform. This can
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be overridden to change which framework it references.
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* Added support for building mods against the 64-bit Linux version of the game on Windows.
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* The package now suppresses the misleading 'processor architecture mismatch' warnings.
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## 3.2.2
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Released 23 September 2020.
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* Reworked and streamlined how the package is compiled.
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* Added [SMAPI-ModTranslationClassBuilder](https://github.com/Pathoschild/SMAPI-ModTranslationClassBuilder)
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files to the ignore list.
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### 3.2.1
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Released 11 September 2020.
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* Added more detailed logging.
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* Fixed _path's format is not supported_ error when using default `Mods` path in 3.2.
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### 3.2.0
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Released 07 September 2020.
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* Added option to change `Mods` folder path.
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* Rewrote documentation to make it easier to read.
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### 3.1.0
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Released 01 February 2020.
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* Added support for semantic versioning 2.0.
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* `0Harmony.dll` is now ignored if the mod references Harmony directly (it's bundled with SMAPI).
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### 3.0.0
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Released 26 November 2019.
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* Updated for SMAPI 3.0 and Stardew Valley 1.4.
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* Added automatic support for `assets` folders.
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* Added `$(GameExecutableName)` MSBuild variable.
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* Added support for projects using the simplified `.csproj` format.
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* Added option to disable game debugging config.
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* Added `.pdb` files to builds by default (to enable line numbers in error stack traces).
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* Added optional Harmony reference.
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* Fixed `Newtonsoft.Json.pdb` included in release zips when Json.NET is referenced directly.
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* Fixed `<IgnoreModFilePatterns>` not working for `i18n` files.
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|
* Dropped support for older versions of SMAPI and Visual Studio.
|
|
* Migrated package icon to NuGet's new format.
|
|
|
|
### 2.2.0
|
|
Released 28 October 2018.
|
|
|
|
* Added support for SMAPI 2.8+ (still compatible with earlier versions).
|
|
* Added default game paths for 32-bit Windows.
|
|
* Fixed valid manifests marked invalid in some cases.
|
|
|
|
### 2.1.0
|
|
Released 27 July 2018.
|
|
|
|
* Added support for Stardew Valley 1.3.
|
|
* Added support for non-mod projects.
|
|
* Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
|
|
* Added option to ignore files by regex pattern.
|
|
* Added reference to new SMAPI DLL.
|
|
* Fixed some game paths not detected by NuGet package.
|
|
|
|
### 2.0.2
|
|
Released 01 November 2017.
|
|
|
|
* Fixed compatibility issue on Linux.
|
|
|
|
### 2.0.1
|
|
Released 11 October 2017.
|
|
|
|
* Fixed mod deploy failing to create subfolders if they don't already exist.
|
|
|
|
### 2.0.0
|
|
Released 11 October 2017.
|
|
|
|
* Added: mods are now copied into the `Mods` folder automatically (configurable).
|
|
* Added: release zips are now created automatically in your build output folder (configurable).
|
|
* Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
|
|
* Added mod's version to release zip filename.
|
|
* Improved errors to simplify troubleshooting.
|
|
* Fixed release zip not having a mod folder.
|
|
* Fixed release zip failing if mod name contains characters that aren't valid in a filename.
|
|
|
|
### 1.7.1
|
|
Released 28 July 2017.
|
|
|
|
* Fixed issue where i18n folders were flattened.
|
|
* The manifest/i18n files in the project now take precedence over those in the build output if both
|
|
are present.
|
|
|
|
### 1.7.0
|
|
Released 28 July 2017.
|
|
|
|
* Added option to create release zips on build.
|
|
* Added reference to XNA's XACT library for audio-related mods.
|
|
|
|
### 1.6.2
|
|
Released 10 July 2017.
|
|
|
|
* Further improved crossplatform game path detection.
|
|
* Removed undocumented `GamePlatform` build property.
|
|
|
|
### 1.6.1
|
|
Released 09 July 2017.
|
|
|
|
* Improved crossplatform game path detection.
|
|
|
|
### 1.6.0
|
|
Released 05 June 2017.
|
|
|
|
* Added support for deploying mod files into `Mods` automatically.
|
|
* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
|
|
|
|
### 1.5.0
|
|
Released 23 January 2017.
|
|
|
|
* Added support for setting a custom game path globally.
|
|
* Added default GOG path on macOS.
|
|
|
|
### 1.4.0
|
|
Released 11 January 2017.
|
|
|
|
* Fixed detection of non-default game paths on 32-bit Windows.
|
|
* Removed support for SilVerPLuM (discontinued).
|
|
* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms
|
|
mods automatically).
|
|
|
|
### 1.3.0
|
|
Released 31 December 2016.
|
|
|
|
* Added support for non-default game paths on Windows.
|
|
|
|
### 1.2.0
|
|
Released 24 October 2016.
|
|
|
|
* Exclude game binaries from mod build output.
|
|
|
|
### 1.1.0
|
|
Released 21 October 2016.
|
|
|
|
* Added support for overriding the target platform.
|
|
|
|
### 1.0.0
|
|
Released 21 October 2016.
|
|
|
|
* Initial release.
|
|
* Added support for detecting the game path automatically.
|
|
* Added support for injecting XNA/MonoGame references automatically based on the OS.
|
|
* Added support for mod builders like SilVerPLuM.
|