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Merge pull request #35 from BobPalmer/DEVELOP
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KSP 1.11 Updates
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BobPalmer committed Dec 21, 2020
2 parents a3e3731 + beddcca commit ea4deb6
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Binary file modified FOR_RELEASE/GameData/CommunityCategoryKit/CCK.dll
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2 changes: 1 addition & 1 deletion FOR_RELEASE/GameData/CommunityCategoryKit/CCK.version
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Expand Up @@ -25,7 +25,7 @@
"VERSION": {
"BUILD": 0,
"MAJOR": 5,
"MINOR": 1,
"MINOR": 2,
"PATCH": 0
}
}
4 changes: 4 additions & 0 deletions FOR_RELEASE/GameData/CommunityCategoryKit/CHANGELOG.txt
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@@ -1,3 +1,7 @@
5.2.0 - 2020.12.20
------------------
KSP 1.11 Compatibility

4.3.0 - 2019.10.28
------------------
KSP 1.8.x Compatibility
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3 changes: 2 additions & 1 deletion FOR_RELEASE/GameData/CommunityCategoryKit/common-filters.cfg
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Expand Up @@ -8,7 +8,8 @@ CCKCommonFilterConfig
{
name = Containers
tag = cck-containers
normalIcon = CommunityCategoryKit/icons/Containers
normalIcon = CommunityCategoryKit/icons/Containers_N
selectedIcon = CommunityCategoryKit/icons/Containers_S
usedByMod = Kerbal Inventory System (KIS)
usedByMod = Kerbal Attachment System (KAS)
}
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44 changes: 44 additions & 0 deletions README.md
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# Overview

This mod's primary goal is to let _the other mods_ to have own filters in the game's editor. See more details in [Wiki](https://github.com/BobPalmer/CommunityCategoryKit/wiki).

# Building the mod

To build this mod locally, you need to map the root folder of `KSP` to the `Q:` drive (given you use _Windows_).

E.g. if the installation folder of the game was `D:\SteamLibrary\steamapps\common\Kerbal Space Program`, then the approprite mapping commands would be:

```
d:
cd "SteamLibrary\steamapps\common"
subst q: "Kerbal Space Program"
```

If drive `Q:` is already taken in your system, then map the folder to any other drive and modify `SOURCE\CCK\CCK\CCK.csproj` accordingly.

# Making a release

__NOTE__. Only the owner of the mod makes the releases. In a usual case the contributors only send PRs into the `DEVELOP` branch. Special permissions on `GitHub` are required to perform the releases activity.

In nutshell, the release process is the following:

1. Modify the mod's version in `SOURCE\CCK\CCK\Properties\AssemblyInfo.cs`.
2. Build a new binary.
3. Put the binary into the `FOR_RELEASE` folder at the appropriate location.
4. Update `FOR_RELEASE\GameData\CommunityCategoryKit\CCK.version` accordignly.
5. Make a ZIP archive from the `FOR_RELEASE` folder. And name it `CCK_<major.minor.patch>.zip` (e.g. `CCK_5.1.0.zip`). Make sure the `GameData` folder shows up at the _root_ in the archive.
6. Create a GitHub PR from the changes mention above. Have it sync'ed and merged into the `master`.
7. Create a release on GitHub, set the version tag (all four parts are required, e.g. `5.1.0.0`), and attach the release archive to it.

## Using `tools` to make a release

Steps 2-5 can be skipped if you use the build script from `Tools` folder. However, for the script to work, the following prerequisites need to be satisfied:

1. Python `2.7` must be installed into the system.
2. `7-Zip` must be installed into the system.
3. `SHELL_ZIP_BINARY` variable in the `Tools/make_release.py` script must be adjusted to the actual location of the `7-Zip` executable.
4. `Tools/make_binary.cmd` script must be adjusted to fit the current system settings (`MSBuild` location).

Once the above conditions are satisfied, simply run `Tools/make_release.py -p`, having the `Tools` folder current. This will result in compilation of the current state and packing the result `DLL` into an archive. If no packing is needed, omit the `-p` argument (`p` stands for `package`).

Note, that if there is a version of archive already made, then the `-p` option will _not_ update the existing archive. The existing archive must either be removed, or the `-po` arguments must be provided to the tool (`o` stands for `overwrite`).
13 changes: 8 additions & 5 deletions SOURCE/CCK/CCK/CCK.csproj
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Expand Up @@ -19,7 +19,7 @@
<DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\..\..\..\KSP_DEV\GameData\CommunityCategoryKit\</OutputPath>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
Expand All @@ -38,7 +38,7 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\..\KSP_DEV\KSP_x64_Data\Managed\Assembly-CSharp.dll</HintPath>
<HintPath>..\..\..\..\..\..\Dropbox\KSP_DEV\KSP_x64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
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<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\..\..\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.dll</HintPath>
<HintPath>..\..\..\..\..\..\Dropbox\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\..\..\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<HintPath>..\..\..\..\..\..\Dropbox\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\..\..\..\..\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.UI.dll</HintPath>
<HintPath>..\..\..\..\..\..\Dropbox\KSP_DEV\KSP_x64_Data\Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
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<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>IF EXIST "Q:\GameData\CommunityCategoryKit" xcopy "$(TargetPath)" "Q:\GameData\CommunityCategoryKit\" /Y</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
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