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Releases: Fexty12573/SharpPluginLoader

SharpPluginLoader 0.0.7.2

05 Dec 12:23
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Linux (Wine/Proton) Support πŸŽ‰

SPL is now properly compatible with linux via Wine/Proton. Thank you to everyone who contributed to #44.
See the wiki for installation instructions.

More Changes:

  • Small stability improvements
  • Calls to PatternScanner.FindFirst are now automatically cached for improved performance

This release is fully backwards compatible with 0.0.7 (on the Windows side).

Full Changelog: 0.0.7.1...0.0.7.2

SharpPluginLoader 0.0.7.1 (15.23)

12 Oct 17:44
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Update for game version 15.23. Aside from that there are a few minor bugfixes.

Hopefully future game updates should no longer require an update from me.

Full Changelog: 0.0.7...0.0.7.1

SharpPluginLoader 0.0.7

19 Aug 14:02
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This is mostly a stability release with improvements in regards to DirectX hooking, which now does not use a dummy swapchain approach anymore, and thus shouldn't conflict with other overlays as much.

New APIs:

  • Custom DTI registration
  • Creating custom FSM conditions
  • Action cloner implementation: allows creating new actions for monsters (see examples)

Small changes:

  • Monster.GetAllMonsters is now cached and returns Monster[] instead of IEnumerable<Monster>
  • Fonts are not rebuilt when quitting to title (fixes a crash)
  • Various documentation improvements

Full Changelog: 0.0.6...0.0.7

SharpPluginLoader 0.0.6.1 (15.22)

05 Jun 17:35
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Update for game version 15.22

This release is functionally equivalent to 0.0.6.

SharpPluginLoader 0.0.6

03 Apr 17:46
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Another small release (Next one will probably have some more new features):

  • Minor Bugfixes on both developer and user end
  • Improved error reporting
  • New Font loading API (via Renderer.RegisterFont)

Full Changelog: 0.0.5...0.0.6

SharpPluginLoader 0.0.5

22 Mar 17:34
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This is a pretty small release with mostly bugfixes and minor features. The API remains unchanged and should therefore be backwards compatible with 0.0.4.1 and 0.0.4.

  • Allow loading native dependencies from the same directory instead of putting them in the root
    • Also allows for setting custom dll load paths
  • Configurable ImGui Menu hotkey
  • D3D Hooks are now enabled by default
  • Possible fix for #35

Full Changelog: 0.0.4.1...0.0.5

SharpPluginLoader 0.0.4.1

12 Mar 18:18
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Changes

  • Fixed some DirectX Issues
  • Increased maximum number of rendered primitives
  • ImGui bugfixes (SharpPluginLoader.ImGui Version 1.90.2.3)
  • Improved error reporting for native components

SharpPluginLoader 0.0.4

03 Mar 19:24
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This release contains more new features and bugfixes:

  • Improved Internal Call Generator (again, now no longer requires a native component to use)
  • Crash fixes in regards to hot-reloading
  • ImGui visual bugfixes (Partial fix for #24)
  • New custom ImGui NuGet package
  • Texture/Image loading API
  • Further update-proofing
  • Steam matchmaking API (See #26)
  • sMhUnit interface
  • New OnUnload event for easier cleanup (See #29)
  • Rendering Performance improvements
  • Tons of update proofing, the framework is now fully update agnostic.

Breaking Changes:

  • Event system rework (No more explicit event subscriptions)
  • Author property is now mandatory for all plugins
  • Various Mt... types replaced by counterparts in System.Numerics

SharpPluginLoader 0.0.3.1

08 Feb 20:01
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This release contains mostly bugfixes and and small additions

  • Fixed DirectX 12 Crashes πŸŽ‰
  • Improved some parts of dependency resolution
  • Added (unofficial) support for Winforms and WPF plugins
  • New simplified way of obtaining game singletons (SingletonManager)
  • Improved handling of loader config
  • Various crashes related to game APIs fixed
  • Option to disable ImGui/D3D Hooks through the config
  • Improved Internal Calls: Now allows binding directly to game functions, either via address or AOB

SharpPluginLoader 0.0.2

15 Jan 20:00
97ec803
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This release comes many new features and lots of bugfixes, here are some highlights:

  • The framework is now no longer dependent on Strackers Loader
  • Plugins are now loaded before any game-initialization is done, meaning edits that depend on pre-WinMain or pre-Singleton init code are now possible
  • New InternalCall API (Native Components)
  • Many new APIs and Plugin Events
  • Various fixes in regards to Direct3D crashes (but unfortunately still not all of them)
  • Proper API Documentation

You can view the full list of changes here