Commit graph

44 commits

Author SHA1 Message Date
3895ab12d6
feat(dtmm): Implement log view
Ref: #7.
2023-02-27 16:32:29 +01:00
bb671c5fd2
feat: Add button to reset mod deployment
For now this merely recovers backed-up game files and leaves mod bundles
 in-tact. The game doesn't care about those anyways.

Closes #8.
2023-02-27 11:15:51 +01:00
c5b2e136fa
feat(dtmm): Improve mod main logging 2023-02-25 19:33:38 +01:00
c9cfb7d415
fix(dtmm): Fix mod loader GUI
The final puzzle piece for mod loading, at least on DTMM's side.

Closes #28.
2023-02-25 19:33:31 +01:00
22d8ab05ab
feat(dtmm): Provide dt for loading state
Apparently Fatshark does not proxy `dt` in their boot loading sub
states. But we do need that for the mod manager.
2023-02-25 18:27:32 +01:00
1d12099448
feat(dtmm): Replace existing mods on import
Closes #19.
2023-02-25 17:33:46 +01:00
86c4c200ff
fix(dtmm): Fix deleting mods 2023-02-25 17:29:25 +01:00
8e9f26ed0c
feat(dtmm): Overwrite Crashify property
As requested by Fatshark.
2023-02-25 17:27:06 +01:00
d6ee6e9a10
fix(dtmm): Fix patching GameStateMachine
The monkey-pacthed function was still called multiple times.
2023-02-25 17:26:24 +01:00
974641b2ea
fix(dtmm): Fix infinite loop on game load 2023-02-25 17:25:55 +01:00
5a3c19fb3e
fix(dtmm): Fix generating mod data
It would generate a syntax error when there was more than one entry in
the table.
2023-02-25 16:36:59 +01:00
cd9554fbe3
fix(dtmm): Fix deploying mod bundles
Two different functions were each reading the bundle database
from the backup, so their changes would overwrite each other.
Additionally, mod bundles were missing from the database.

Ref: #28.
2023-02-25 16:09:09 +01:00
09f357d72d
fix(sdk): Prevent duplicates in bundle database bundles
Ref #28.
2023-02-25 11:42:16 +01:00
55a1fc9723
feat(dtmt): Validate path values in dtmt.cfg
Closes #34.
2023-02-25 10:12:23 +01:00
b20b3c4e66
WIP: mod_main logging and more DML specialication
DML's package needs to be added to the boot bundle as well. Current
issue: Adding any package file to the bundle breaks the game's loading.

But I don't know where this messes things up.
2023-02-23 21:38:57 +01:00
44a0b9a651
feat: Reduce clutter in release mode logging
Ref #7.
2023-02-23 21:38:56 +01:00
45e0d79fa7
refactor: Add crate for shared functionality
Adds an additional crate for shared functionality between dtmt and dtmm
that doesn't fit in the sdk.
2023-02-23 21:38:35 +01:00
41344f022d
feat(dtmm): Delete mod files
Only files in `data_dir` will be deleted, deployed bundles will stay
for now. See #29 for the rational.

Closes #24.
2023-02-23 21:38:27 +01:00
0c071b5b0a
fix(dtmm): Copy mod bundle
Hard linking doesn't work across devices/mount points, and I'm not keen
on reworking the data directory to be placed accordingly, right now.
2023-02-22 19:04:07 +01:00
f1375ae88d
fix(dtmm): Fix re-deploying the same mod 2023-02-22 18:51:58 +01:00
2a49b4a5b9
fix(dtmm): Fix deploying mod bundles 2023-02-22 18:41:15 +01:00
09c0ca777d
fix(dtmm): Fix generated mod data Lua code 2023-02-22 18:38:53 +01:00
d9e6cc05a0
fix(dtmm): Add additional Lua globals to backup 2023-02-22 16:40:05 +01:00
0705430b95
refactor: Move mod loading to separate base mod 2023-02-22 16:40:04 +01:00
701516aa7c
feat: Make mod resource scripts optional
With splitting DMF and DML, there is now more than one case where this
is needed, so it may well be made proper now.
The template still defines them, and, as with VT2 most creators will
probably stick with it, but they do have the option to make a non-DMF
mod now.
2023-02-22 16:40:02 +01:00
c73b8d2cc9
refactor: Only show unknown commands in debug
There are a bunch of optional commands provided by druid that trigger
this, but we only really need it to check for custom ones that weren't
implemented, yet.
2023-02-22 16:39:59 +01:00
6c9d5dabd4
fix(dtmm): Fix creating default config file
Create parent directories if necessary.
2023-02-22 16:39:58 +01:00
659ef1ce71
feat: Handle DMF specially for mod loading
DMF is part of the mod loading process and can therefore not be treated
like a regular mod.
2023-02-22 16:39:57 +01:00
571ae9605a
wip: Add preliminary mod loading injection 2023-02-22 16:39:30 +01:00
bc4d2fcd8a
feat(dtmt): Add unique mod ID 2023-02-22 16:08:32 +01:00
31d45a1cb4
fix(dtmm): Only deploy mods that are enabled 2023-02-22 16:01:15 +01:00
ebcbdaeec0
feat(dtmm): Rework mod template
Ditch the `.mod` file and move its data into the config file.

The `run` function was the only thing that could have been dynamic, but
the vast majority of mods in VT2 never made use of that. Infact, VMF was
probably the only mod that had a different content for that.
2023-02-22 16:01:13 +01:00
aa05c5bd4a
chore: Improve debug logs 2023-02-22 16:01:12 +01:00
f90247710e
fix(dtmm): Use correct directory to extract to 2023-02-22 16:01:11 +01:00
09a6a969a6
feat(dtmm): Add config file 2023-02-22 16:01:09 +01:00
0ac3f84dba
fix(dtmm): Fix deploy button staying disabled 2023-02-20 16:39:20 +01:00
560e5496bc
feat(dtmm): Implement importing mod archives 2023-02-20 16:39:13 +01:00
4b7f12e487
refactor(dtmm): Use commands instead of notifications 2023-02-18 10:59:21 +01:00
b8804409a3
chore: Update crates 2023-02-18 10:46:05 +01:00
e65579d8aa
feat(dtmm): Implement rudimentary mod deployment 2023-02-18 10:20:10 +01:00
2cda35032c
feat(dtmm): Implement rudimentary mod managing UI 2023-02-17 23:06:10 +01:00
8b2ca0e45a
feat(dtmm): Improve logging output format 2023-02-17 23:00:18 +01:00
6b01511d22
refactor(main_window): Combine window size into one variable 2023-02-08 14:40:55 +01:00
204ce1e163
feat(dtmm): Create initial mod manager window 2023-02-08 14:40:49 +01:00