@bbepis bbepis released this Aug 2, 2018 · 1 commit to master since this release

Assets 4
  • Clarified error messages
    • No more cyclic dependency error upon starting the game; instead you will be notified about the presence of a hard patched BepInEx install (3.2 and prior)
  • Increased support for more Unity games
  • Fixed error messages being duplicated in the console when preloader fails to start
  • Fixed not working if the game path contained non-english characters
  • Restructured config.ini
    • NOTE: You will have to reconfigure BepInEx after update, or wipe your config.ini
  • Added chainloader-log-unity-messages configuration option
    • Allows to display messages from Unity's logger
  • Updated Doorstop to 2.7.1.0
    • Fixed not working with Windows 7
    • Fixed not working with debugging tools
    • Removed dependency on UCRT and VC++

For devs:

  • dump-assemblies now dumps only patched assemblies
  • Common.Utility is now deprecated; use Paths class to get paths instead
  • Chainloader entrypoint is now fully configurable
  • Preloader doesn't perform dependency checks anymore

@bbepis bbepis released this Jun 18, 2018 · 51 commits to master since this release

Assets 3

BepInEx patcher v4.0

Installation (from scratch):
https://github.com/BepInEx/BepInEx/wiki/Installation

Installation (from BepInEx v3.X)
https://github.com/BepInEx/BepInEx/wiki/Migration

Changelog:

  • Patchless installation
  • Mono.Cecil in-memory assembly patching
  • Fuzzy assembly resolve (ignores assembly versions when resolving)
  • New logging implementation
  • Many (many) more small things

If you are not a developer, you are most likely interested in only the first option. Since the installation is patchless, no game files are modified, so it's extremely easy to uninstall the patcher or update your game.

If you are a developer, then the second one is very interesting. Harmony is no longer the only hooking/patching framework, however it is still the preferred. Mono.Cecil is extremely powerful, but due to how unfriendly it can be with multiple people editing the same thing with it in seperate plugins, only use it if you can't do what you want with Harmony.
https://github.com/BepInEx/BepInEx/wiki/Writing-preloader-patchers

Many thanks to denikson and essu for helping me out with this, it would not be possible without their help

@bbepis bbepis released this May 13, 2018 · 104 commits to master since this release

Assets 3

Changelog

  • Can now specify EXE names for plugins to filter what they attach to
  • Soft dependencies now work as expected
  • Gracefully handle errors when loading incompatible plugin DLLs
  • Add a check for games already being patched to help with updates

@bbepis bbepis released this Apr 27, 2018 · 113 commits to master since this release

Assets 3

Changelog

  • Patcher now patches everything in a folder, no longer locked to the trial (or koikatsu for that matter)
  • Patcher gives feedback if it couldn't patch a particular game
  • You can now give objects to the logger class instead of needing to convert to a string first
  • BepInEx folder is now generated on game launch if it doesn't exist

@bbepis bbepis released this Apr 19, 2018 · 127 commits to master since this release

Assets 3

https://github.com/bbepis/BepInEx/wiki/How-to-install

Changelog:

  • Plugin format is changed, all v2 based plugins are incompatible (more info below)
  • More information is logged in the console
  • Console supports colors now, via the Kono class

@bbepis bbepis released this Mar 8, 2018 · 147 commits to master since this release

Assets 3

https://github.com/bbepis/BepInEx/wiki/How-to-install

Note: Plugins are now separate from the patcher, you can download them here.

Changelog:

  • Now uses an earlier entrypoint for hooking things that happen at the very start of the game.
  • Config files are now more advanced, if you are not a developer then it's not very important.
  • Mono.Cecil.dll is now merged with the main patcher .exe.

@bbepis bbepis released this Feb 24, 2018 · 178 commits to master since this release

Assets 3

(Translation for new game version stuff in v1.3.1)

https://github.com/bbepis/BepInEx/wiki/How-to-install

If you're feeling adventurous, learn to make a plugin here:
https://github.com/bbepis/BepInEx/wiki/How-to-make-a-plugin

I plan to separate the plugin downloads from the framework itself in v1.4, so keep this in mind for future updates.

Changelog:

  • Developer Console
    • No longer uses the external Windows console, instead uses a cheaper off-brand in-game one. This plugin also handles notification popups when you take a screenshot, so don't delete it. The console itself can be accessed via F12, but you shouldn't need to in normal gameplay.
  • Asset emulation
    • You can configure an emulated abdata folder now. Say if you wanted to replace an asset called texture from abdata/folder/file.unity3d, you can create a file named abdata-emulated/folder/file/texture.png and it'll load from there instead. Only Texture2D (as .png) and AudioClip (as .wav) currently supported..
    • You can also supply your own voiceclips for the logo and title screen scenes. Place them as .wav files in BepInEx\introclips. If there are no files in there, it'll load the voice clips as normal.
  • Unlocked sliders
    • Fixed upper thigh slider
    • Slider range should be configurable in the next update, just still deciding on which configuration format to use
  • Translation loader
    • Only untranslated lines are cached in the untranslated cache now, so there should be a bit of a memory usage improvement.
  • Input textbox unlocker
    • Increased limit from 99 to 999
  • Extended card data
    • A framework now exists for adding extra data to cards, for use by other plugins. None exist yet, though
  • Screenshot manager
    • Completely reworked, Shift-F11 now brings up a menu to configure rendering settings
    • A new rendering method has been added (AlphaShot, donated by essu and Kenzato). This fixes issues with transparent clothing ruining screenshots, but also has it's own issues (edges are very hard). Both renderers are included for your choosing.

Please read

It's very easy to crash your game (and your computer) with the rendering options; I have done so myself multiple times. Here are an explanation on what each feature does:

  • Output resolution: This is the resolution that the game exports screenshots to. This is not the same as what the game actually renders at; check Downscaling rate. Currently locked to between 2 and 4096 for both inputs.
  • Set to screen size: Just sets your output resolution to the same as your screen size. This is useful for when you want to take fullscreen transparent screenshots, instead of just the square. In simple terms, it works like the "Crop" option when you're setting a background in Windows, anything outside the screen (rendering area in this case) gets chopped off. In more technical terms, it discards anything outside the aspect ratio of the rendering area.
  • Downscaling rate: This actually multiplies your rendering resolution, and then scales it back down to output resolution when it saves the .png. So for example, if you have an output resolution of 1024x1024, and your downscaling rate is 4x, your actual in-game rendering resolution is 4096x4096.
  • Antialiasing: This just modifies how strong the antialiasing processor is. I don't believe it increases memory usage, just makes it take longer to render a picture.
  • Render method: This is where you have to experiment with a bit to see if you like it or not. Legacy is the original rendering method, while AlphaShot is a new one that fixes transparent clothing. They both have their downsides though, and look differently, so you need to experiment with them.

After reading how the downscaling works, you should know how the render resolution is calculated (output resolution * downscaling rate). Here are some rough estimates on memory usage, this will vary for you. Also note that this uses your RAM, not your graphics card VRAM.

On my machine, a render resolution of 4096x4096 used an extra 1.5gb of memory. Rendering at 8096x8096 used an extra 10gb of memory. Rendering at 16384x16384 uses over 40gb of memory (estimated). You can see why I'm telling you to be careful.

@bbepis bbepis released this Feb 19, 2018 · 201 commits to master since this release

Assets 3

Changelog:

  • Color corrector
    • Now has an option for controlling bloom
    • Instead of being a toggle, F6 now brings up a menu where you can toggle these filters individually.
  • Screenshot manager
    • F11 now retains filters if you had them enabled
    • Plays a shutter sound everytime you take a screenshot
  • Resource redirector
    • Early implementation of redirecting unity assets to external files
    • Currently the only implemented feature is BGM replacement. To do this, place your music in BepInEx\title.wav for the title screen and BepInEx\custom.wav for the maker itself.
  • BepInEx
    • .ini configuration file is now used
    • Patcher now only requires the UnityEngine.dll to be able to patch.

This update requires you to overwrite everything, not just the BepInEx folder. You also need to run the patcher again, but if you already had a version from v1.0 onwards installed, you do not need a brand new Managed folder.

@bbepis bbepis released this Feb 17, 2018 · 215 commits to master since this release

Assets 3

Changelog:

  • Unlocked Sliders
    • Rotational and positional sliders are now unlocked.
    • Range increased to -100 to 200
    • Only sliders that should be unlocked are now unlocked, no more loading bar being unlocked as well
      • The only thing I think isn't unlocked is the hair sliders
  • Translation loader
    • Most of the generic dropdown menus are now translated (e.g. the pose picker)
    • All previously untranslatable text (i.e. card portrait picker) is now able to be translated.

Also some generic performance optimizations.

@bbepis bbepis released this Feb 17, 2018 · 231 commits to master since this release

Assets 3

Changelog:

  • BepInEx
    • Now displays the names of the plugins being loaded
  • Translation Loader
    • Some menus now have translated entries (thanks anon)
  • Color corrector / Filter remover
    • Disabled by default. Press F6 ingame to toggle on or off.