diff --git a/api/BSIPA_ModList.UI.ViewControllers.MarkdownView.html b/api/BSIPA_ModList.UI.ViewControllers.MarkdownView.html index 0a0fda87..8ac37e72 100644 --- a/api/BSIPA_ModList.UI.ViewControllers.MarkdownView.html +++ b/api/BSIPA_ModList.UI.ViewControllers.MarkdownView.html @@ -395,7 +395,7 @@ public class MarkdownView : MonoBehaviour Improve this Doc - View Source + View Source
This function will be called whenever attempting to resolve an image URI, to ensure that the image exists in the embedded assembly.
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.<
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parent
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ToValue(TCollection, Object)
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diff --git a/api/IPA.Config.Stores.Converters.CollectionConverter-3.html b/api/IPA.Config.Stores.Converters.CollectionConverter-3.html
index dd6be611..8d908062 100644
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CollectionConverter()
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diff --git a/api/IPA.Config.Stores.Converters.Converter-1.html b/api/IPA.Config.Stores.Converters.Converter-1.html
index 721fc86e..b492866c 100644
--- a/api/IPA.Config.Stores.Converters.Converter-1.html
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Default
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diff --git a/api/IPA.Config.Stores.Converters.Converter.html b/api/IPA.Config.Stores.Converters.Converter.html
index b2c36076..66da2690 100644
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FloatValue(Value)
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IntValue(Value)
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diff --git a/api/IPA.Config.Stores.Converters.CustomObjectConverter-1.html b/api/IPA.Config.Stores.Converters.CustomObjectConverter-1.html
index 67e0c471..b2e43e6c 100644
--- a/api/IPA.Config.Stores.Converters.CustomObjectConverter-1.html
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Deserialize(Value, Object)
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FromValue(Value, Object)
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ToValue(T, Object)
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diff --git a/api/IPA.Config.Stores.Converters.IListConverter-1.html b/api/IPA.Config.Stores.Converters.IListConverter-1.html
index dd9be6cb..629dafb1 100644
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IListConverter()
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IListConverter(ValueConverter<T>)
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Create(Int32, Object)
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diff --git a/api/IPA.Config.Stores.Converters.IListConverter-2.html b/api/IPA.Config.Stores.Converters.IListConverter-2.html
index c0e4f27d..8a7f3e91 100644
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IListConverter()
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diff --git a/api/IPA.Config.Stores.Converters.ISetConverter-1.html b/api/IPA.Config.Stores.Converters.ISetConverter-1.html
index e2913702..231bec9e 100644
--- a/api/IPA.Config.Stores.Converters.ISetConverter-1.html
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ISetConverter()
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ISetConverter(ValueConverter<T>)
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Create(Int32, Object)
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diff --git a/api/IPA.Config.Stores.Converters.ISetConverter-2.html b/api/IPA.Config.Stores.Converters.ISetConverter-2.html
index 5c9c166b..9d8e5557 100644
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ISetConverter()
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diff --git a/api/IPA.Config.Stores.Converters.ListConverter-1.html b/api/IPA.Config.Stores.Converters.ListConverter-1.html
index 81af1a5b..b03c59cd 100644
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ListConverter()
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ListConverter(ValueConverter<T>)
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Create(Int32, Object)
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diff --git a/api/IPA.Config.Stores.Converters.ListConverter-2.html b/api/IPA.Config.Stores.Converters.ListConverter-2.html
index f84fa87e..a198ac45 100644
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ListConverter()
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diff --git a/api/IPA.Config.Stores.Converters.NullableConverter-1.html b/api/IPA.Config.Stores.Converters.NullableConverter-1.html
index 62b881ba..4c4e932c 100644
--- a/api/IPA.Config.Stores.Converters.NullableConverter-1.html
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NullableConverter()
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NullableConverter(ValueConverter<T>)
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FromValue(Value, Object)
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ToValue(Nullable<T>, Object)
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diff --git a/api/IPA.Config.Stores.Converters.NullableConverter-2.html b/api/IPA.Config.Stores.Converters.NullableConverter-2.html
index 21235033..815ba063 100644
--- a/api/IPA.Config.Stores.Converters.NullableConverter-2.html
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@@ -172,7 +172,7 @@ to use as the underlying converter. Use this in the Improve this Doc
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NullableConverter()
@@ -222,7 +222,7 @@ to use as the underlying converter. Use this in the Improve this Doc
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diff --git a/api/IPA.Config.Stores.GeneratedStore.html b/api/IPA.Config.Stores.GeneratedStore.html
index cb1de436..78f337db 100644
--- a/api/IPA.Config.Stores.GeneratedStore.html
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@@ -130,7 +130,7 @@ config stores.
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AssemblyVisibilityTarget
The name of the assembly that internals must be visible to to allow internal protection.
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Create<T>()
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Generated<T>(Config, Boolean)
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diff --git a/api/IPA.Config.Stores.IValueConverter.html b/api/IPA.Config.Stores.IValueConverter.html
index 1514c749..a9681910 100644
--- a/api/IPA.Config.Stores.IValueConverter.html
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@@ -117,7 +117,7 @@ Converters do not need to perform null checks, as the serializer and de
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Type
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FromValue(Value, Object)
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ToValue(Object, Object)
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diff --git a/api/IPA.Config.Stores.ValueConverter-1.html b/api/IPA.Config.Stores.ValueConverter-1.html
index 6885b5bb..3f078908 100644
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FromValue(Value, Object)
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IValueConverter.FromValue(Value, Object)
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IValueConverter.ToValue(Object, Object)
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IValueConverter.Type
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diff --git a/api/IPA.InitAttribute.html b/api/IPA.InitAttribute.html
index db308b5a..922bb5b3 100644
--- a/api/IPA.InitAttribute.html
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@@ -289,7 +289,7 @@ Parameter injection is done with Improve this Doc
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diff --git a/api/IPA.Loader.CannotRuntimeDisableException.html b/api/IPA.Loader.CannotRuntimeDisableException.html
index c75a04a8..40c6c4d5 100644
--- a/api/IPA.Loader.CannotRuntimeDisableException.html
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@@ -169,7 +169,7 @@ public class CannotRuntimeDisableException : Exception, ISerializable, _Exceptio
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CannotRuntimeDisableException(PluginMetadata)
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CannotRuntimeDisableException(SerializationInfo, StreamingContext)
@@ -258,7 +258,7 @@ public class CannotRuntimeDisableException : Exception, ISerializable, _Exceptio
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Plugin
@@ -318,7 +318,7 @@ public class CannotRuntimeDisableException : Exception, ISerializable, _Exceptio
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diff --git a/api/IPA.Loader.Features.Feature.html b/api/IPA.Loader.Features.Feature.html
index e3249f85..48885cfe 100644
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InvalidMessage
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StoreOnPlugin
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AfterInit(PluginMetadata)
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AfterInit(PluginMetadata, Object)
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BeforeInit(PluginMetadata)
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BeforeLoad(PluginMetadata)
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Evaluate()
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index 0616ee46..b3f23868 100644
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index e16cab9f..8bf5744f 100644
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AddInjector(Type, PluginInitInjector.InjectParameter)
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diff --git a/api/IPA.Loader.PluginManager.PluginDisableDelegate.html b/api/IPA.Loader.PluginManager.PluginDisableDelegate.html
index 57667b83..4b6ba14f 100644
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index c9ed5507..921aae86 100644
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index 59f735fd..61aa3206 100644
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AllPlugins
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DisabledPlugins
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Plugins
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PluginStateTransaction()
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Called whenever a plugin is disabled.
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The StreamWriter that writes to the GZip file.
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SemverValue
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StorageMode
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StringValue
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CompareTo(AlmostVersion)
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CompareTo(SemVer.Version)
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Equals(Object)
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GetHashCode()
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ToString()
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Equality(AlmostVersion, AlmostVersion)
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Implicit(AlmostVersion to SemVer.Version)
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Implicit(SemVer.Version to AlmostVersion)
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diff --git a/api/IPA.Utilities.AlmostVersionConverter.html b/api/IPA.Utilities.AlmostVersionConverter.html
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FromValue(Value, Object)
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diff --git a/api/IPA.Utilities.Async.Coroutines.html b/api/IPA.Utilities.Async.Coroutines.html
index ba992be1..1580781b 100644
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WaitForTask(Task)
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diff --git a/api/IPA.Utilities.Async.SingleThreadTaskScheduler.html b/api/IPA.Utilities.Async.SingleThreadTaskScheduler.html
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IsRunning
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GetScheduledTasks()
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Join()
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QueueTask(Task)
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TryExecuteTaskInline(Task, Boolean)
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diff --git a/api/IPA.Utilities.Async.Synchronization.MutexLocker.html b/api/IPA.Utilities.Async.Synchronization.MutexLocker.html
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IDisposable.Dispose()
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diff --git a/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html b/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html
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IDisposable.Dispose()
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index a168513f..a7350f82 100644
--- a/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html
+++ b/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html
@@ -126,7 +126,7 @@ when it is disposed. Create this with Improve this Doc
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Upgrade()
@@ -165,7 +165,7 @@ upgrading the current thread's lock.
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IDisposable.Dispose()
@@ -211,7 +211,7 @@ upgrading the current thread's lock.
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diff --git a/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html b/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html
index f70cb1bd..d242ba5f 100644
--- a/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html
+++ b/api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html
@@ -126,7 +126,7 @@ it is disposed. Create this with Improve this Doc
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IDisposable.Dispose()
@@ -172,7 +172,7 @@ it is disposed. Create this with Improve this Doc
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diff --git a/api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html b/api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html
index 7898a744..1ac1863a 100644
--- a/api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html
+++ b/api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html
@@ -126,7 +126,7 @@ Create this with Improve this Doc
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IDisposable.Dispose()
@@ -172,7 +172,7 @@ Create this with Improve this Doc
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diff --git a/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html b/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html
index 6c2d5fd3..c0d0a17a 100644
--- a/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html
+++ b/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html
@@ -126,7 +126,7 @@ when it is disposed. Create this with Improve this Doc
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IDisposable.Dispose()
@@ -172,7 +172,7 @@ when it is disposed. Create this with Improve this Doc
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diff --git a/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html b/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html
index d709c7a6..781c6a28 100644
--- a/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html
+++ b/api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html
@@ -126,7 +126,7 @@ Create this with Improve this Doc
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IDisposable.Dispose()
@@ -172,7 +172,7 @@ Create this with Improve this Doc
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diff --git a/api/IPA.Utilities.Async.Synchronization.html b/api/IPA.Utilities.Async.Synchronization.html
index c0ce2a69..77185813 100644
--- a/api/IPA.Utilities.Async.Synchronization.html
+++ b/api/IPA.Utilities.Async.Synchronization.html
@@ -137,7 +137,7 @@ with whichever member you want to use, according to your lock type.
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Lock(Mutex)
@@ -187,7 +187,7 @@ with whichever member you want to use, according to your lock type.
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Lock(Semaphore)
@@ -237,7 +237,7 @@ with whichever member you want to use, according to your lock type.
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Lock(SemaphoreSlim)
@@ -287,7 +287,7 @@ with whichever member you want to use, according to your lock type.
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LockAsync(SemaphoreSlim)
@@ -337,7 +337,7 @@ with whichever member you want to use, according to your lock type.
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LockRead(ReaderWriterLockSlim)
@@ -387,7 +387,7 @@ with whichever member you want to use, according to your lock type.
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LockReadUpgradable(ReaderWriterLockSlim)
@@ -437,7 +437,7 @@ with whichever member you want to use, according to your lock type.
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LockWrite(ReaderWriterLockSlim)
@@ -493,7 +493,7 @@ with whichever member you want to use, according to your lock type.
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diff --git a/api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html b/api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html
index 5a287360..fa480994 100644
--- a/api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html
+++ b/api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html
@@ -155,7 +155,7 @@
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Cancelling
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Default
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Factory
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IsRunning
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YieldAfterTasks
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YieldAfterTime
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Cancel()
@@ -387,7 +387,7 @@ All remaining tasks will be left in the queue.
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Coroutine()
@@ -451,7 +451,7 @@ exit on its own.
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Dispose()
@@ -467,7 +467,7 @@ exit on its own.
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Dispose(Boolean)
@@ -501,7 +501,7 @@ exit on its own.
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GetScheduledTasks()
@@ -551,7 +551,7 @@ exit on its own.
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QueueTask(Task)
@@ -604,7 +604,7 @@ scheduled for this Improve this Doc
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TryExecuteTaskInline(Task, Boolean)
@@ -707,7 +707,7 @@ make sense to run it inline.
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diff --git a/api/IPA.Utilities.CriticalSection.AutoExecuteSection.html b/api/IPA.Utilities.CriticalSection.AutoExecuteSection.html
index 3043012c..c741476d 100644
--- a/api/IPA.Utilities.CriticalSection.AutoExecuteSection.html
+++ b/api/IPA.Utilities.CriticalSection.AutoExecuteSection.html
@@ -125,7 +125,7 @@
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IDisposable.Dispose()
@@ -166,7 +166,7 @@
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diff --git a/api/IPA.Utilities.CriticalSection.html b/api/IPA.Utilities.CriticalSection.html
index efdd11ec..e4c29954 100644
--- a/api/IPA.Utilities.CriticalSection.html
+++ b/api/IPA.Utilities.CriticalSection.html
@@ -129,7 +129,7 @@
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EnterExecuteSection()
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ExecuteSection()
@@ -177,7 +177,7 @@
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ExitExecuteSection()
@@ -199,7 +199,7 @@
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diff --git a/api/IPA.Utilities.EnumerableExtensions.html b/api/IPA.Utilities.EnumerableExtensions.html
index 48e189bb..a2ecafa7 100644
--- a/api/IPA.Utilities.EnumerableExtensions.html
+++ b/api/IPA.Utilities.EnumerableExtensions.html
@@ -129,7 +129,7 @@
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Append<T>(IEnumerable<T>, T)
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NonNull<T>(IEnumerable<T>)
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NonNull<T>(IEnumerable<Nullable<T>>)
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NonNull<T, U>(IEnumerable<T>, Func<T, U>)
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Prepend<T>(IEnumerable<T>, T)
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diff --git a/api/IPA.Utilities.Extensions.html b/api/IPA.Utilities.Extensions.html
index 74fa829f..e3da7a41 100644
--- a/api/IPA.Utilities.Extensions.html
+++ b/api/IPA.Utilities.Extensions.html
@@ -129,7 +129,7 @@
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GetDefault(Type)
@@ -179,7 +179,7 @@
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IsSubPathOf(String, String)
@@ -234,7 +234,7 @@ only matches if the base dir folder name is matched exactly ("c:\foobar\fil
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Right(String, Int32)
@@ -290,7 +290,7 @@ only matches if the base dir folder name is matched exactly ("c:\foobar\fil
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Unwrap(Nullable<Boolean>)
@@ -340,7 +340,7 @@ only matches if the base dir folder name is matched exactly ("c:\foobar\fil
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WithEnding(String, String)
@@ -403,7 +403,7 @@ results in satisfying .EndsWith(ending).
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diff --git a/api/IPA.Utilities.FieldAccessor-2.Accessor.html b/api/IPA.Utilities.FieldAccessor-2.Accessor.html
index bf227767..016ffd66 100644
--- a/api/IPA.Utilities.FieldAccessor-2.Accessor.html
+++ b/api/IPA.Utilities.FieldAccessor-2.Accessor.html
@@ -154,7 +154,7 @@
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diff --git a/api/IPA.Utilities.FieldAccessor-2.html b/api/IPA.Utilities.FieldAccessor-2.html
index 945d7fe1..15f56874 100644
--- a/api/IPA.Utilities.FieldAccessor-2.html
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@@ -150,7 +150,7 @@
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Access(ref T, String)
@@ -226,7 +226,7 @@
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Get(T, String)
@@ -304,7 +304,7 @@
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Get(ref T, String)
@@ -386,7 +386,7 @@ as it prevents a copy.
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GetAccessor(String)
@@ -452,7 +452,7 @@ as it prevents a copy.
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Set(T, String, U)
@@ -523,7 +523,7 @@ as it prevents a copy.
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Set(ref T, String, U)
@@ -604,7 +604,7 @@ as it prevents a copy.
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diff --git a/api/IPA.Utilities.MethodAccessor-2.html b/api/IPA.Utilities.MethodAccessor-2.html
index cf4e3692..ca542ff3 100644
--- a/api/IPA.Utilities.MethodAccessor-2.html
+++ b/api/IPA.Utilities.MethodAccessor-2.html
@@ -151,7 +151,7 @@
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GetDelegate(String)
@@ -228,7 +228,7 @@
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diff --git a/api/IPA.Utilities.PropertyAccessor-2.Getter.html b/api/IPA.Utilities.PropertyAccessor-2.Getter.html
index b3feb365..75f05b7c 100644
--- a/api/IPA.Utilities.PropertyAccessor-2.Getter.html
+++ b/api/IPA.Utilities.PropertyAccessor-2.Getter.html
@@ -154,7 +154,7 @@
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diff --git a/api/IPA.Utilities.PropertyAccessor-2.Setter.html b/api/IPA.Utilities.PropertyAccessor-2.Setter.html
index 8d5f9918..23cc34fc 100644
--- a/api/IPA.Utilities.PropertyAccessor-2.Setter.html
+++ b/api/IPA.Utilities.PropertyAccessor-2.Setter.html
@@ -144,7 +144,7 @@
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diff --git a/api/IPA.Utilities.PropertyAccessor-2.html b/api/IPA.Utilities.PropertyAccessor-2.html
index 3953f767..f08edade 100644
--- a/api/IPA.Utilities.PropertyAccessor-2.html
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@@ -150,7 +150,7 @@
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Get(T, String)
@@ -227,7 +227,7 @@
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Get(ref T, String)
@@ -308,7 +308,7 @@ it avoids a copy.
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GetGetter(String)
@@ -374,7 +374,7 @@ it avoids a copy.
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GetSetter(String)
@@ -440,7 +440,7 @@ it avoids a copy.
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Set(T, String, U)
@@ -510,7 +510,7 @@ it avoids a copy.
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Set(ref T, String, U)
@@ -586,7 +586,7 @@ it avoids a copy.
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diff --git a/api/IPA.Utilities.Ref-1.html b/api/IPA.Utilities.Ref-1.html
index ac0f01f6..5f924d9b 100644
--- a/api/IPA.Utilities.Ref-1.html
+++ b/api/IPA.Utilities.Ref-1.html
@@ -150,7 +150,7 @@
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Ref(T)
@@ -186,7 +186,7 @@
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Error
@@ -218,7 +218,7 @@
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Value
@@ -252,7 +252,7 @@
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CompareTo(T)
@@ -302,7 +302,7 @@
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CompareTo(Ref<T>)
@@ -352,7 +352,7 @@
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Verify()
@@ -370,7 +370,7 @@
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Implicit(T to Ref<T>)
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Implicit(Ref<T> to T)
@@ -499,7 +499,7 @@
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diff --git a/api/IPA.Utilities.Ref.html b/api/IPA.Utilities.Ref.html
index 037c1ebf..e679f344 100644
--- a/api/IPA.Utilities.Ref.html
+++ b/api/IPA.Utilities.Ref.html
@@ -129,7 +129,7 @@
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Create<T>(T)
@@ -201,7 +201,7 @@
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diff --git a/api/IPA.Utilities.ReflectionUtil.html b/api/IPA.Utilities.ReflectionUtil.html
index a297e26d..97fb7442 100644
--- a/api/IPA.Utilities.ReflectionUtil.html
+++ b/api/IPA.Utilities.ReflectionUtil.html
@@ -129,7 +129,7 @@
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CopyComponent(Component, Type, GameObject, Type)
@@ -197,7 +197,7 @@
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CopyComponent<T>(Component, GameObject, Type)
@@ -280,7 +280,7 @@
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GetField<U, T>(T, String)
@@ -377,7 +377,7 @@
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GetProperty<U, T>(T, String)
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InvokeMethod<U, T>(T, String, Object[])
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SetField<T, U>(T, String, U)
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SetProperty<T, U>(T, String, U)
@@ -753,7 +753,7 @@
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diff --git a/api/IPA.Utilities.UnityGame.Release.html b/api/IPA.Utilities.UnityGame.Release.html
index e5a4d7bd..b29ccdb2 100644
--- a/api/IPA.Utilities.UnityGame.Release.html
+++ b/api/IPA.Utilities.UnityGame.Release.html
@@ -142,7 +142,7 @@
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diff --git a/api/IPA.Utilities.UnityGame.html b/api/IPA.Utilities.UnityGame.html
index 0b7b1c34..165c85ca 100644
--- a/api/IPA.Utilities.UnityGame.html
+++ b/api/IPA.Utilities.UnityGame.html
@@ -129,7 +129,7 @@
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GameVersion
@@ -161,7 +161,7 @@
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InstallPath
@@ -193,7 +193,7 @@
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LibraryPath
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NativeLibraryPath
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OnMainThread
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PluginsPath
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ReleaseType
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UserDataPath
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diff --git a/api/IPA.Utilities.Utils.ScopeGuardObject.html b/api/IPA.Utilities.Utils.ScopeGuardObject.html
index e2b56404..69c9ebe9 100644
--- a/api/IPA.Utilities.Utils.ScopeGuardObject.html
+++ b/api/IPA.Utilities.Utils.ScopeGuardObject.html
@@ -128,7 +128,7 @@
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ScopeGuardObject(Action)
@@ -164,7 +164,7 @@
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IDisposable.Dispose()
@@ -209,7 +209,7 @@
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diff --git a/api/IPA.Utilities.Utils.html b/api/IPA.Utilities.Utils.html
index d42d5716..09243bc8 100644
--- a/api/IPA.Utilities.Utils.html
+++ b/api/IPA.Utilities.Utils.html
@@ -129,7 +129,7 @@
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CanUseDateTimeNowSafely
@@ -163,7 +163,7 @@
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ByteArrayToString(Byte[])
@@ -213,7 +213,7 @@
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CopyAll(DirectoryInfo, DirectoryInfo, String, Func<Exception, FileInfo, Boolean>)
@@ -265,7 +265,7 @@
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CurrentTime()
@@ -299,7 +299,7 @@ the value will be greater than the previous result. Not suitable for timing.
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GetRelativePath(String, String)
@@ -355,7 +355,7 @@ the value will be greater than the previous result. Not suitable for timing.
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ScopeGuard(Action)
@@ -408,7 +408,7 @@ the value will be greater than the previous result. Not suitable for timing.
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StringToByteArray(String)
@@ -458,7 +458,7 @@ the value will be greater than the previous result. Not suitable for timing.
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UnsafeCompare(Byte[], Byte[])
@@ -514,7 +514,7 @@ the value will be greater than the previous result. Not suitable for timing.
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VersionCompareNoPrerelease(SemVer.Version, SemVer.Version)
@@ -576,7 +576,7 @@ the value will be greater than the previous result. Not suitable for timing.
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diff --git a/api/index.html b/api/index.html
index 72e8bbd0..4b3512a3 100644
--- a/api/index.html
+++ b/api/index.html
@@ -90,7 +90,7 @@ Select a namespace and a class on the left to get started.
diff --git a/articles/command-line.html b/articles/command-line.html
index eaab5baf..fa44fc8c 100644
--- a/articles/command-line.html
+++ b/articles/command-line.html
@@ -183,7 +183,7 @@ avaliable. If there is, it will be downloaded and installed on the next run. Thi
diff --git a/articles/contributing.html b/articles/contributing.html
index c3692e96..4d0cb890 100644
--- a/articles/contributing.html
+++ b/articles/contributing.html
@@ -117,7 +117,7 @@ should reference the copy in there. When building for Release, it just uses the
diff --git a/articles/dev-resources/description.html b/articles/dev-resources/description.html
index aaadb3f8..5b2729b8 100644
--- a/articles/dev-resources/description.html
+++ b/articles/dev-resources/description.html
@@ -91,7 +91,7 @@
diff --git a/articles/index.html b/articles/index.html
index f787c060..9229b16e 100644
--- a/articles/index.html
+++ b/articles/index.html
@@ -94,7 +94,7 @@
diff --git a/articles/start-dev.html b/articles/start-dev.html
index 21fcba7f..2360c6b4 100644
--- a/articles/start-dev.html
+++ b/articles/start-dev.html
@@ -517,7 +517,7 @@ namespace Demo
diff --git a/articles/start-user.html b/articles/start-user.html
index afac0aed..392dfef4 100644
--- a/articles/start-user.html
+++ b/articles/start-user.html
@@ -161,7 +161,7 @@ the game directory, though your plugins will be moved to a different folder when
diff --git a/index.html b/index.html
index 0593c904..3842d3f9 100644
--- a/index.html
+++ b/index.html
@@ -101,7 +101,7 @@
diff --git a/index.json b/index.json
index 53ca3585..fbb5bc6b 100644
--- a/index.json
+++ b/index.json
@@ -1,53 +1,198 @@
{
- "articles/start-dev.html": {
- "href": "articles/start-dev.html",
- "title": "Making your own mod",
- "keywords": "Making a mod Overview What follows is a very barebones, and frankly not very useful plugin class, even as a starting point, but it should be enough to give a decent idea of how to do quick upgrades of existing mods for those who want to. using System; using IPA; using IPA.Logging; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger) { log = logger; log.Debug(\"Basic plugin running!\"); // setup that does not require game code // this is only called once ever, so do once-ever initialization } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } There are basically 4 major concepts here: Logger , the logging system. PluginAttribute , which declares that this class is a plugin and how it should behave. InitAttribute , which declares the constructor (and optionally other methods) as being used for initialization. The lifecycle event attributes OnStartAttribute and OnExitAttribute . I reccommend you read the docs for each of those to get an idea for what they do. It is worth noting that this example is of a mod that cannot be enabled and disabled at runtime, as marked by RuntimeOptions.SingleStartInit . What can be changed Before we go adding more functionality, its worth mentioning that that is not the only way to have a plugin set up. For starters, we can add another method marked [Init] , and it will be called after the constructor, with the same injected parameters, if those are applicable. [Init] public void Init(Logger logger) { // logger will be the same instance as log currently is } If you only had a method marked [Init] , and no constructors marked [Init] , then the plugin type must expose a public default constructor. If multiple constructors are marked [Init] , only the one with the most parameters will be called. You may also mark as many methods as you wish with [Init] and all of them will be called, in no well-defined order on initialization. The same is true for [OnStart] and [OnExit] , respectively. From Scratch If you are starting from scratch, you will need one other thing to get your plugin up and running: a manifest. A basic manifest for that might look a little like this: { \"author\": \"ExampleMan\", \"description\": [ \"A demo plugin written for the BSIPA basic tutorial.\" ], \"gameVersion\": \"1.6.0\", \"id\": null, \"name\": \"Demo Plugin\", \"version\": \"0.0.1\", \"features\": [ ], \"links\": { \"project-home\": \"https://example.com/demo-plugin\", \"project-source\": \"https://github.com/exampleman/demo-plugin/\", \"donate\": \"https://ko-fi.com/exampleman\" }, } There is a lot going on there, but most of it should be decently obvious. Among the things that aren't immediately obvious, are id : This represents a unique identifier for the mod, for use by package managers such as BeatMods. It may be null if the mod chooses not to support those. features : Don't worry about this for now, this is a not-very-simple thing that will be touched on later. In addition, there are a few gatchas with it: description : This can be either a string or an array representing different lines. Markdown formatting is permitted. gameVersion : This should match exactly with the application version of the game being targeted. While this is not enforced by BSIPA, mod repositories like BeatMods may require it match, and it is good practice regardless. version : This must be a valid SemVer version number for your mod. In order for your plugin to load, the manifest must be embedded into the plugin DLL as an embedded resource. This can be set in the Visual Studio file properties panel under Build Action , or in the .csproj like so:
At this point, if the main plugin source file and the manifest are in the same source location, and the plugin class is using the project's default namespace, the plugin will load just fine. However, this is somewhat difficult both to explain and verify, so I recommend you use the the misc.plugin-hint field in your manifest. It can be used like so: \"misc\": { \"plugin-hint\": \"Demo.Plugin\" } With this, you can set plugin-hint to the full typename of your plugin type, and it will correctly load. This is a hint though, and will also try it as a namespace if it fails to find the plugin type. If that fails, it will then fall back to using the manifest's embedded namespace. A less painful description If you want to have a relatively long or well-formatted description for your mod, it may start to become painful to embed it in a list of JSON strings in the manifest. Luckily, there is a way to handle this. The first step is to create another embedded file, but this time it should be a Markdown file, perhaps description.md . It may contain something like this: # Demo Plugin A little demo for the BSIPA modding introduction. --- WE CAN USE MARKDOWN!!! Then, in your manifest description, have the first line be something look like this, but replacing Demo.description.md with the fully namespaced name of the resource: \"#![Demo.description.md]\", Now, when loaded into memory, if anything reads your description metadata, they get the content of that file instead of the content of the manifest key. Configuring your plugin Something that many plugins want and need is configuration. Fortunately, BSIPA provides a fairly powerful configuration system out of the box. To start using it, first create a config class of some kind. Lets take a look at a fairly simple example of this: namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; } } Notice how the class is both marked public and is not marked sealed . For the moment, both of these are necessary. Also notice that all of the members are properties. While this doesn't change much now, it will be significant in the near future. Now, how do we get this object off of disk? Simple. Back in your plugin class, change your [Init] constructor to look like this: [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } For this to compile, though, we will need to add a few using s: using IPA.Config; using IPA.Config.Stores; With just this, you have your config automatically loading from disk! It's even reloaded when it gets changed mid-game! You can now access it from anywhere by simply accessing PluginConfig.Instance . Make sure you don't accidentally reassign this though, as then you will loose your only interaction with the user's preferences. By default, it will be named the same as is in your plugin's manifest's name field, and will use the built-in json provider. This means that the file that will be loaded from will be UserData/Demo Plugin.json for our demo plugin. You can, however, control both of those by applying attributes to the Config parameter, namely Config.NameAttribute to control the name, and Config.PreferAttribute to control the type. If the type preferences aren't registered though, it will just fall back to JSON. The config's behaviour can be found either later here, or in the remarks section of Generated(Config, Boolean) . At this point, your main plugin file should look something like this: using System; using IPA; using IPA.Logging; using IPA.Config; using IPA.Config.Stores; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } But what about more complex types than just int and float ? What if you want sub-objects? Those are supported natively, and so are very easy to set up. We just add this to the config class: public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public SubThingsObject SubThings { get; set; } = new SubThingsObject(); Now this object will be automatically read from disk too. But there is one caveat to this: because SubThingsObject is a reference type, SubThings can be null . This is often undesireable. The obvious solution may be to simply change it to a struct , but that is both not supported and potentially undesirable for other reasons we'll get to later. Instead, you can use NonNullableAttribute . Change the definition of SubThings to this: [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); And add this to the using s: using IPA.Config.Stores.Attributes; This attribute tells the serializer that null is an invalid value for the config object. This does, however, require that you take extra care ensure that it never becomes null in code, as that will break the serializer. What about collection types? Well, you can use those too, but you have to use something new: a converter. You may be familiar with them if you have used something like the popular Newtonsoft.Json library before. In BSIPA, they lie in the IPA.Config.Stores.Converters namespace. All converters either implement IValueConverter or derive from ValueConverter . You will mostly use them with an UseConverterAttribute . To use them, we'll want to import them: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Converters; Then add a field, for example a list field: [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); This uses a converter that is provided with BSIPA for List s specifically. It converts the list to an ordered array, which is then written to disk as a JSON array. We could also potentially want use something like a HashSet . Lets start by looking at the definition for such a member, then deciphering what exactly it means: [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); The converter we're using here is CollectionConverter , a base type for converters of all kinds of collections. In fact, the ListConverter is derived from this, and uses it for most of its implementation. If a type implements ICollection , CollectionConverter can convert it. It, like most other BSIPA provided aggregate converters, provides a type argument overload CollectionConverter to compose other converters with it to handle unusual element types. Now after all that, your plugin class has not changed, and your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); } } I mentioned earlier that your config file will be automatically reloaded -- but isn't that a bad thing? Doesn't that mean that the config could change under your feet without you having a way to tell? Not so- I just haven't introduced the mechanism. Define a public or protected virtual method named OnReload : public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } This method will be called whenever BSIPA reloads your config from disk. When it is called, the object will already have been populated. Use it to notify all of your systems that configuration has changed. Now, we know how to read from disk, and how to use unusual types, but how do we write it back to disk? This config system is based on automatic saving (though we haven't quite gotten to the automatic part), and so the config is written to disk whenever the system recognizes that something has changed. To tell is as much, define a public or protected virtual method named Changed : public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } This method can be called to tell BSIPA that this config object has changed. Later, when we enable automated change tracking, this will also be called when one of the config's members changes. You can use this body to validate something or, for example, write a timestamp for last change. I just mentioned automated change tracking -- lets add that now. To do this, just make all of the properties virtual, like so: public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); Now, whenever you assign to any of those properties, your Changed method will be called, and the config object will be marked as changed and will be written to disk. Unfortunately, any properties that can be modified while only using the property getter do not trigger this, and so if you change any collections for example, you will have to manually call Changed . After doing all this, your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } } There is one more major problem with this though: the main class is still public. Most configs shouldn't be. Lets make it internal. So we make it internal: internal class PluginConfig But to make it actually work, we add this outside the namespace declaration: using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)] And now our full file looks like this: using System.Collections.Generic; using System.Runtime.CompilerServices; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; [assembly: InternalsVisibleTo(GeneratedStore.AssemblyVisibilityTarget)] namespace Demo { internal class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } }"
+ "api/IPA.Utilities.Async.Synchronization.MutexLocker.html": {
+ "href": "api/IPA.Utilities.Async.Synchronization.MutexLocker.html",
+ "title": "Struct Synchronization.MutexLocker",
+ "keywords": "Struct Synchronization.MutexLocker A locker for a Mutex that automatically releases when it is disposed. Create this with Lock(Mutex) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct MutexLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also Synchronization Lock(Mutex)"
},
- "articles/index.html": {
- "href": "articles/index.html",
- "title": "Getting Started",
- "keywords": "Getting Started Starting out is quite simple. Just follow one of the following guides: Installing BSIPA Making your own mod Or, if you want to contribute, see Contributing ."
+ "api/IPA.Utilities.AlmostVersion.StoredAs.html": {
+ "href": "api/IPA.Utilities.AlmostVersion.StoredAs.html",
+ "title": "Enum AlmostVersion.StoredAs",
+ "keywords": "Enum AlmostVersion.StoredAs Represents a storage type of either parsed object or raw String . Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public enum StoredAs Fields Name Description SemVer The version was stored as a . String The version was stored as a String . Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
- "articles/contributing.html": {
- "href": "articles/contributing.html",
- "title": "Contributing",
- "keywords": "Contributing Prerequisites Microsoft Visual Studio 2019 or later (2017 may work, no guarantees) Tools for C/C++ (MSVC) v141 .NET 4.6.1 SDK and .NET 4.7.2 SDK Beat Saber (if developing for .NET 4.5+) Muse Dash (if developing for .NET 3.5) Building Clone with git clone https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded.git --recursive Create a file, bsinstalldir.txt in the solution root. Do NOT create this in Visual Studio; VS adds a BOM at the begginning of the file that the tools used cannot read. It should contain the path to your Beat Saber installation, using forward slashes with a trailing slash. e.g. C:/Program Files (x86)/Steam/steamapps/common/Beat Saber/ If you intend to be doing .NET 3.5 centric development, you must put your Muse Dash installation folder in a file named mdinstalldir.txt that is otherwise identical to bsinstalldir.txt . Open BSIPA.sln in Visual Studio. Choose the configuration that you intend to target during development. Rebuild all. When you make a change somewhere in BSIPA itself, right click on BSIPA-Meta and click Build or Rebuild . This sets up the output in path/to/solution/BSIPA-Meta/bin/ to be what should be copied to the game directory. When making a change to Mod List, you only need to build Mod List itself. Install by copying everything in path/to/solution/BSIPA-ModList/bin/ to your game directory. When building a Debug build, all referenced assemblies from Beat Saber will be copied from the install directory provided in bsinstalldir.txt into Refs/ . Any new references should reference the copy in there. When building for Release, it just uses the files already in Refs/ ."
+ "api/IPA.RuntimeOptions.html": {
+ "href": "api/IPA.RuntimeOptions.html",
+ "title": "Enum RuntimeOptions",
+ "keywords": "Enum RuntimeOptions Options that a plugin must specify to describe how it expects to be run. Namespace : IPA Assembly : IPA.Loader.dll Syntax public enum RuntimeOptions Fields Name Description DynamicInit Indicates that this plugin supports runtime enabling and disabling. When this is set, the plugin may be disabled at reasonable points during runtime. As with SingleStartInit , it will be initialized and enabled with the game if it is enabled on startup, and disabled with the game if it is enabled on shutdown. When a plugin with this set is enabled mid-game, the first time it is enabled, its initialization methods will be called, then its enable methods. All subsequent enables will NOT re-initialize, however the enable methods will be called. When a plugin with this set is disabled mid-game, the plugin instance will NOT be destroyed, and will instead be re-used for subsequent enables. The plugin is expected to handle this gracefully, and behave in a way that makes sense. SingleStartInit Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game. With this option set, whether or not the plugin is disabled during a given run is constant for that entire run. See Also PluginAttribute InitAttribute OnEnableAttribute OnDisableAttribute OnStartAttribute OnExitAttribute Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
- "articles/command-line.html": {
- "href": "articles/command-line.html",
- "title": "The Command Line",
- "keywords": "The Command Line BSIPA has 2 command lines: the installer, and the game. Their documentation is below. The Installer ( IPA.exe ) The Game The installer has quite a few options, which are documented inline with the -h or --help flag. This is what it currently looks like: usage: IPA.exe [FLAGS] [ARGUMENTS] flags: -h, --help prints this message -w, --waitfor=PID waits for the specified PID to exit -f, --force forces the operation to go through -r, --revert reverts the IPA installation -n, --nowait doesn't wait for user input after the operation -s, --start=ARGUMENTS uses the specified arguments to start the game after the patch/unpatch -l, --launch uses positional parameters as arguments to start the game after patch/unpatch -R, --no-revert prevents a normal installation from first reverting The game also gets quite a few command line options, though there isn't anything as convenient as a help page for them. Here's a quick list of what they are and what they do. --verbose Makes a console appear with log information at startup. --debug Enables the loading of debug information in Mono. The debugging information must be in the portable PDB format, in the same location as the DLL that it's for. This option also forces BSIPA to show all debug messages in the console, as well as where they were called. This overrides the config settings Debug.ShowDebug and Debug.ShowCallSource . --trace Enables trace level messages. By default, they do not ever enter the message queue, and thus cost almost nothing. When this or the config option is used, they are added and logged with the same rules as Debug messages. This overrides the config setting Debug.ShowTrace . --mono-debug Enables the built-in Mono soft debugger engine. By default, it acts as a client, and requires that there be a soft debugger server running on port 10000 on localhost . Implies --debug . --server Does nothing on its own. When paired with --mono-debug , this option makes the Mono soft debugger act in server mode. It begins listening on port 10000 on any address, and will pause startup (with no window) until a debugger is connected. I recommend using SDB, but that is a command line debugger and a lot of people don't care for those. --no-yeet Disables mod yeeting. By default, whenever BSIPA detects that the game is now running a newer version than previous runs, it will move all mods to another folder and not load them. (They still get checked for updates though.) When this is enabled, that behaviour is disabled. Overrides the config setting YeetMods . --condense-logs Reduces the number of log files BSIPA will output for a given session. By default, BSIPA will create a subfolder in the Logs folder for each mod sublog, as well as each mod. This disables that behaviour, and restricts it to only create a global log and mod logs. Overrides the config setting Debug.CondenseModLogs . --no-updates Disables automatic updating. By default, BSIPA will check BeatMods for all of the loaded mods to see if there is a new version avaliable. If there is, it will be downloaded and installed on the next run. This flag disables that behaviour. Overrides the config settings Updates.AutoCheckUpdates and Updates.AutoUpdate ."
+ "api/IPA.Logging.Printers.ColoredConsolePrinter.html": {
+ "href": "api/IPA.Logging.Printers.ColoredConsolePrinter.html",
+ "title": "Class ColoredConsolePrinter",
+ "keywords": "Class ColoredConsolePrinter Prints a pretty message to the console. Inheritance Object LogPrinter ColoredConsolePrinter Inherited Members LogPrinter.StartPrint() LogPrinter.EndPrint() Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging.Printers Assembly : IPA.Loader.dll Syntax public class ColoredConsolePrinter : LogPrinter Properties | Improve this Doc View Source Color The color to print messages as. Declaration public ConsoleColor Color { get; set; } Property Value Type Description ConsoleColor the color to print this message as | Improve this Doc View Source Filter A filter for this specific printer. Declaration public override Logger.LogLevel Filter { get; set; } Property Value Type Description Logger.LogLevel the filter to apply to this printer Overrides LogPrinter.Filter Methods | Improve this Doc View Source Print(Logger.Level, DateTime, String, String) Prints an entry to the console window. Declaration public override void Print(Logger.Level level, DateTime time, string logName, string message) Parameters Type Name Description Logger.Level level the Logger.Level of the message DateTime time the DateTime the message was recorded at String logName the name of the log that sent the message String message the message to print Overrides LogPrinter.Print(Logger.Level, DateTime, String, String) Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
- "index.html": {
- "href": "index.html",
- "title": "BSIPA - Home",
- "keywords": "BSIPA - The Unity mod injector for the new age (pending confirmation). Assuming, that is, that Unity 2017 is \"new age\". How To Install See Installing How To Uninstall See Uninstalling Arguments See The Command Line . How To Develop See Developing for more information. How To Keep The Game Patched BSIPA will automatically repatch the game when it updates, as long as winhttp.dll is present in the install directory."
+ "api/IPA.Logging.LogPrinter.html": {
+ "href": "api/IPA.Logging.LogPrinter.html",
+ "title": "Class LogPrinter",
+ "keywords": "Class LogPrinter The log printer's base class. Inheritance Object LogPrinter ColoredConsolePrinter ColorlessConsolePrinter GZFilePrinter Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging Assembly : IPA.Loader.dll Syntax public abstract class LogPrinter Properties | Improve this Doc View Source Filter Provides a filter for which log levels to allow through. Declaration public abstract Logger.LogLevel Filter { get; set; } Property Value Type Description Logger.LogLevel the level to filter to Methods | Improve this Doc View Source EndPrint() Called after the last print in a group. May be called multiple times. Use this to dispose file handles and the like. Declaration public virtual void EndPrint() | Improve this Doc View Source Print(Logger.Level, DateTime, String, String) Prints a provided message from a given log at the specified time. Declaration public abstract void Print(Logger.Level level, DateTime time, string logName, string message) Parameters Type Name Description Logger.Level level the log level DateTime time the time the message was composed String logName the name of the log that created this message String message the message | Improve this Doc View Source StartPrint() Called before the first print in a group. May be called multiple times. Use this to create file handles and the like. Declaration public virtual void StartPrint() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
- "other_api/config/schema.html": {
- "href": "other_api/config/schema.html",
- "title": "Configuration File Schema",
- "keywords": "Configuration File Schema { \"definitions\": { \"Debug_\": { \"type\": \"object\", \"properties\": { \"ShowCallSource\": { \"type\": \"boolean\" }, \"ShowDebug\": { \"type\": \"boolean\" }, \"CondenseModLogs\": { \"type\": \"boolean\" }, \"ShowHandledErrorStackTraces\": { \"type\": \"boolean\" }, \"HideMessagesForPerformance\": { \"type\": \"boolean\" }, \"HideLogThreshold\": { \"type\": \"integer\" }, \"ShowTrace\": { \"type\": \"boolean\" } }, \"required\": [ \"ShowCallSource\", \"ShowDebug\", \"CondenseModLogs\", \"ShowHandledErrorStackTraces\", \"HideMessagesForPerformance\", \"HideLogThreshold\", \"ShowTrace\" ] }, \"Updates_\": { \"type\": \"object\", \"properties\": { \"AutoUpdate\": { \"type\": \"boolean\" }, \"AutoCheckUpdates\": { \"type\": \"boolean\" } }, \"required\": [ \"AutoUpdate\", \"AutoCheckUpdates\" ] } }, \"type\": \"object\", \"properties\": { \"Regenerate\": { \"type\": \"boolean\" }, \"Updates\": { \"$ref\": \"#/definitions/Updates_\" }, \"Debug\": { \"$ref\": \"#/definitions/Debug_\" }, \"YeetMods\": { \"type\": \"boolean\" }, \"GameAssemblies\": { \"type\": \"array\", \"items\": { \"type\": \"string\" } }, \"LastGameVersion\": { \"type\": \"string\" } }, \"required\": [ \"Regenerate\", \"Updates\", \"Debug\", \"YeetMods\", \"GameAssemblies\" ] }"
+ "api/IPA.Loader.html": {
+ "href": "api/IPA.Loader.html",
+ "title": "",
+ "keywords": "Classes CannotRuntimeDisableException Indicates that a plugin cannot be disabled at runtime. Generally not considered an error, however. PluginInitInjector The type that handles value injecting into a plugin's initialization methods. PluginManager The manager class for all plugins. PluginMetadata A class which describes a loaded plugin. StateTransitionTransaction A class to represent a transaction for changing the state of loaded mods. Delegates PluginInitInjector.InjectParameter A typed injector for a plugin's Init method. When registered, called for all associated types. If it returns null, the default for the type will be used. PluginManager.PluginDisableDelegate An invoker for the PluginDisabled event. PluginManager.PluginEnableDelegate An invoker for the PluginEnabled event."
},
- "other_api/index.html": {
- "href": "other_api/index.html",
+ "api/IPA.Loader.StateTransitionTransaction.html": {
+ "href": "api/IPA.Loader.StateTransitionTransaction.html",
+ "title": "Class StateTransitionTransaction",
+ "keywords": "Class StateTransitionTransaction A class to represent a transaction for changing the state of loaded mods. Inheritance Object StateTransitionTransaction Implements IDisposable Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public sealed class StateTransitionTransaction : IDisposable Properties | Improve this Doc View Source DisabledPlugins Gets a list of plugins that are disabled according to this transaction's current state. Declaration public IEnumerable DisabledPlugins { get; } Property Value Type Description IEnumerable < PluginMetadata > Exceptions Type Condition ObjectDisposedException if this object has been disposed | Improve this Doc View Source EnabledPlugins Gets a list of plugins that are enabled according to this transaction's current state. Declaration public IEnumerable EnabledPlugins { get; } Property Value Type Description IEnumerable < PluginMetadata > Exceptions Type Condition ObjectDisposedException if this object has been disposed | Improve this Doc View Source WillNeedRestart Gets whether or not a game restart will be necessary to fully apply this transaction. Declaration public bool WillNeedRestart { get; } Property Value Type Description Boolean true if any mod who's state is changed cannot be changed at runtime, false otherwise Exceptions Type Condition ObjectDisposedException if this object has been disposed Methods | Improve this Doc View Source Commit() Commits this transaction to actual state, enabling and disabling plugins as necessary. Declaration public Task Commit() Returns Type Description Task a Task which completes whenever all disables complete Remarks After this completes, this transaction will be disposed. The Task that is returned will error if any of the mods being disabled error. It is up to the caller to handle these in a sane way, like logging them. If nothing else, do something like this: // get your transaction... var complete = transaction.Commit(); await complete.ContinueWith(t => { if (t.IsFaulted) Logger.log.Error($\"Error disabling plugins: {t.Exception}\"); }); If you are running in a coroutine, you can use WaitForTask(Task) instead of await . If you are running on the Unity main thread, this will block until all enabling is done, and will return a task representing the disables. Otherwise, the task returned represents both, and will not complete until Unity has done (possibly) several updates, depending on the number of plugins being disabled, and the time they take. Exceptions Type Condition ObjectDisposedException if this object has been disposed InvalidOperationException if the plugins' state no longer matches this transaction's original state | Improve this Doc View Source Disable(PluginMetadata, Boolean) Disables a plugin in this transaction. Declaration public bool Disable(PluginMetadata meta, bool autoDependents = true) Parameters Type Name Description PluginMetadata meta the plugin to disable Boolean autoDependents whether or not to automatically disable all dependents of the plugin Returns Type Description Boolean true if the transaction's state was changed, false otherwise Exceptions Type Condition ObjectDisposedException if this object has been disposed ArgumentException if meta is not loadable See Also Disable(PluginMetadata, out IEnumerable, Boolean) | Improve this Doc View Source Disable(PluginMetadata, out IEnumerable, Boolean) Disables a plugin in this transaction. Declaration public bool Disable(PluginMetadata meta, out IEnumerable enabledDependents, bool autoDependents = false) Parameters Type Name Description PluginMetadata meta the plugin to disable IEnumerable < PluginMetadata > enabledDependents null if successful, otherwise a set of plugins that need to be disabled first Boolean autoDependents whether or not to automatically disable all dependents of the plugin Returns Type Description Boolean true if the transaction's state was changed, false otherwise Remarks enabledDependents will only be set when autoDependents is false . Exceptions Type Condition ObjectDisposedException if this object has been disposed ArgumentException if meta is not loadable | Improve this Doc View Source Dispose() Disposes and discards this transaction without committing it. Declaration public void Dispose() | Improve this Doc View Source Enable(PluginMetadata, Boolean) Enables a plugin in this transaction. Declaration public bool Enable(PluginMetadata meta, bool autoDeps = true) Parameters Type Name Description PluginMetadata meta the plugin to enable Boolean autoDeps whether or not to automatically enable all dependencies of the plugin Returns Type Description Boolean true if the transaction's state was changed, false otherwise Exceptions Type Condition ObjectDisposedException if this object has been disposed ArgumentException if meta is not loadable See Also Enable(PluginMetadata, out IEnumerable, Boolean) | Improve this Doc View Source Enable(PluginMetadata, out IEnumerable, Boolean) Enables a plugin in this transaction. Declaration public bool Enable(PluginMetadata meta, out IEnumerable disabledDeps, bool autoDeps = false) Parameters Type Name Description PluginMetadata meta the plugin to enable IEnumerable < PluginMetadata > disabledDeps null if successful, otherwise a set of plugins that need to be enabled first Boolean autoDeps whether or not to automatically enable all dependencies Returns Type Description Boolean true if the transaction's state was changed, false otherwise Remarks disabledDeps will only be set when autoDeps is false . Exceptions Type Condition ObjectDisposedException if this object has been disposed ArgumentException if meta is not loadable | Improve this Doc View Source IsDisabled(PluginMetadata) Checks if a plugin is disabled according to this transaction's current state. Declaration public bool IsDisabled(PluginMetadata meta) Parameters Type Name Description PluginMetadata meta the plugin to check Returns Type Description Boolean true if the plugin is disabled, false otherwise Remarks This should be roughly equivalent to DisabledPlugins.Contains(meta) , but more performant. This should also always return the inverse of IsEnabled(PluginMetadata) for valid plugins. Exceptions Type Condition ObjectDisposedException if this object has been disposed See Also DisabledPlugins IsEnabled(PluginMetadata) | Improve this Doc View Source IsEnabled(PluginMetadata) Checks if a plugin is enabled according to this transaction's current state. Declaration public bool IsEnabled(PluginMetadata meta) Parameters Type Name Description PluginMetadata meta the plugin to check Returns Type Description Boolean true if the plugin is enabled, false otherwise Remarks This should be roughly equivalent to EnabledPlugins.Contains(meta) , but more performant. This should also always return the inverse of IsDisabled(PluginMetadata) for valid plugins. Exceptions Type Condition ObjectDisposedException if this object has been disposed See Also EnabledPlugins IsDisabled(PluginMetadata) Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ },
+ "api/IPA.Config.Stores.GeneratedStore.html": {
+ "href": "api/IPA.Config.Stores.GeneratedStore.html",
+ "title": "Class GeneratedStore",
+ "keywords": "Class GeneratedStore A class providing an extension for Config to make it easy to use generated config stores. Inheritance Object GeneratedStore Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores Assembly : IPA.Loader.dll Syntax public static class GeneratedStore Fields | Improve this Doc View Source AssemblyVisibilityTarget The name of the assembly that internals must be visible to to allow internal protection. Declaration public const string AssemblyVisibilityTarget = \"IPA.Config.Generated\" Field Value Type Description String Methods | Improve this Doc View Source Create() Creates a generated store outside of the context of the config system. Declaration public static T Create() where T : class Returns Type Description T a generated instance of T implementing functionality described by Generated(Config, Boolean) Type Parameters Name Description T the type to wrap Remarks See Generated(Config, Boolean) for more information about how it behaves. See Also Generated(Config, Boolean) | Improve this Doc View Source Generated(Config, Boolean) Creates a generated IConfigStore of type T , registers it to the Config object, and returns it. This also forces a synchronous config load via LoadSync() if loadSync is true . Declaration public static T Generated(this Config cfg, bool loadSync = true) where T : class Parameters Type Name Description Config cfg the Config to register to Boolean loadSync whether to synchronously load the content, or trigger an async load Returns Type Description T a generated instance of T as a special IConfigStore Type Parameters Name Description T the type to wrap Remarks T must be a public non- sealed class. It can also be internal, but in that case, then your assembly must have the following attribute to allow the generated code to reference it. [assembly: InternalsVisibleTo(IPA.Config.Stores.GeneratedStore.AssemblyVisibilityTarget)] Only fields and properties that are public or protected will be considered, and only properties where both the getter and setter are public or protected are considered. Any fields or properties with an IgnoreAttribute applied to them are also ignored. Having properties be virtual is not strictly necessary, however it allows the generated type to keep track of changes and lock around them so that the config will auto-save. All of the attributes in the IPA.Config.Stores.Attributes namespace are handled as described by them. If the T declares a public or protected, virtual method Changed() , then that method may be called to artificially signal to the runtime that the content of the object has changed. That method will also be called after the write locks are released when a property is set anywhere in the owning tree. This will only be called on the outermost generated object of the config structure, even if the change being signaled is somewhere deep into the tree. Similarly, T can declare a public or protected, virtual method OnReload() , which will be called on the filesystem reader thread after the object has been repopulated with new data values. It will be called after the write lock for this object is released. This will only be called on the outermost generated object of the config structure. Similarly, T can declare a public or protected, virtual method CopyFrom(ConfigType) (the first parameter is the type it is defined on), which may be called to copy the properties from another object of its type easily, and more importantly, as only one change. Its body will be executed after the values have been copied. Similarly, T can declare a public or protected, virtual method ChangeTransaction() returning IDisposable , which may be called to get an object representing a transactional change. This may be used to change a lot of properties at once without triggering a save multiple times. Ideally, this is used in a langword_csharp_using block or declaration. The IDisposable returned from your implementation will have its Dispose() called after Changed() is called, but before the write lock is released. Unless you have a very good reason to use the nested IDisposable , avoid it. If T is marked with NotifyPropertyChangesAttribute , the resulting object will implement INotifyPropertyChanged . Similarly, if T implements INotifyPropertyChanged , the resulting object will implement it and notify it too."
+ },
+ "api/IPA.Config.Stores.Converters.html": {
+ "href": "api/IPA.Config.Stores.Converters.html",
"title": "",
- "keywords": ""
+ "keywords": "Classes CollectionConverter A base class for all ICollection type converters, providing most of the functionality. CollectionConverter A CollectionConverter which default constructs a converter for use as the value converter. Converter Provides utility functions for custom converters. Converter Provides generic utilities for converters for certain types. CustomObjectConverter A ValueConverter for objects normally serialized to config via Generated(Config, Boolean) . IListConverter A CollectionConverter for an IList , creating a List when deserializing. IListConverter An IListConverter which default constructs a converter for use as the value converter. ISetConverter A CollectionConverter for an ISet , creating a HashSet when deserializing. ISetConverter An ISetConverter which default constructs a converter for use as the value converter. ListConverter A CollectionConverter for a List . ListConverter A ListConverter which default constructs a converter for use as the value converter. NullableConverter A converter for a Nullable . NullableConverter A converter for a Nullable that default-constructs a converter of type TConverter to use as the underlying converter. Use this in the UseConverterAttribute ."
},
- "articles/dev-resources/description.html": {
- "href": "articles/dev-resources/description.html",
- "title": "Demo Plugin",
- "keywords": "Demo Plugin A little demo for the BSIPA modding introduction. WE CAN USE MARKDOWN!!!"
+ "api/IPA.Config.Stores.Converters.ListConverter-2.html": {
+ "href": "api/IPA.Config.Stores.Converters.ListConverter-2.html",
+ "title": "Class ListConverter",
+ "keywords": "Class ListConverter A ListConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < List > CollectionConverter > ListConverter ListConverter Implements IValueConverter Inherited Members ListConverter.Create(Int32, Object) CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(List, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(List, Object) ValueConverter>.ToValue(List, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public sealed class ListConverter : ListConverter, IValueConverter where TConverter : ValueConverter, new() Type Parameters Name Description T the value type of the collection TConverter the type of the converter to use for T Constructors | Improve this Doc View Source ListConverter() Creates an ListConverter using a default constructed TConverter element type. Equivalent to calling ListConverter(ValueConverter) with a default-constructed TConverter . Declaration public ListConverter() See Also ListConverter(ValueConverter) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also ListConverter "
},
- "api/index.html": {
- "href": "api/index.html",
- "title": "BSIPA API Documentation",
- "keywords": "BSIPA API Documentation Welcome to the full class documentation! To see guides, head over to the Articles tab . Select a namespace and a class on the left to get started."
+ "api/IPA.Config.Stores.Converters.ListConverter-1.html": {
+ "href": "api/IPA.Config.Stores.Converters.ListConverter-1.html",
+ "title": "Class ListConverter",
+ "keywords": "Class ListConverter A CollectionConverter for a List . Inheritance Object ValueConverter < List > CollectionConverter > ListConverter ListConverter Implements IValueConverter Inherited Members CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(List, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(List, Object) ValueConverter>.ToValue(List, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public class ListConverter : CollectionConverter>, IValueConverter Type Parameters Name Description T the element type of the List Constructors | Improve this Doc View Source ListConverter() Creates an ListConverter using the default converter for T . Declaration public ListConverter() See Also CollectionConverter() | Improve this Doc View Source ListConverter(ValueConverter) Creates an ListConverter using the specified underlying converter for values. Declaration public ListConverter(ValueConverter underlying) Parameters Type Name Description ValueConverter underlying the underlying ValueConverter to use for the values Methods | Improve this Doc View Source Create(Int32, Object) Creates a new List for deserialization. Declaration protected override List Create(int size, object parent) Parameters Type Name Description Int32 size the size to initialize it to Object parent the object that will own the new object Returns Type Description List the new List Overrides IPA.Config.Stores.Converters.CollectionConverter>.Create(System.Int32, System.Object) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also CollectionConverter "
},
- "articles/start-user.html": {
- "href": "articles/start-user.html",
- "title": "Installing BSIPA",
- "keywords": "Installing BSIPA Note This guide assumes that you are starting completely fresh. Grab a release from the GitHub Releases page . Make sure to download one of the BSIPA-*.zip s, as ModList.zip contains the Beat Saber mod for showing your mods in-game, not the loader itself. Note The specific ZIP you need to download varies on the game you will be patching. For example, if you are patching Beat Saber, you will need the file BSIPA-x64-Net4.zip . This is because Beat Saber is a 64 bit game running .NET 4. If you are patching Muse Dash, however, you nee the file BSIPA-x86-Net3.zip . Tip There are a few tricks for figuring out which file you need. If the game has a folder called MonoBleedingEdge in the install directory, then you need one of the Net4 builds. To determine which build to use, right click on the game executable, go to the Compatability tab, check the Run this program in compatability mode for checkbox, and look and see if the dropdown has any Windows XP emulation options. If it does, the application is 32 bit, and you need to get one of the x86 builds. Otherwise, get one of the x64 builds. Make sure to uncheck that checkbox before leaving the menu. Extract the zip into your game installation directory. There should now be a folder named IPA and a file named IPA.exe in the same folder as the game executable. For example, if you are installing BSIPA in Beat Saber, it might look like this after extraction: Run IPA.exe by double clicking it. A console window should pop up, and eventually, a gold message asking you to press a key will appear. Here is an example of a successful installation: Note In some cases, this may fail, something like this: In these cases, try dragging the game executable over IPA.exe . After installing, your game directory should look something like this: Note At this point it is recommended to run the game once before continuing, to ensure that things are installed correctly. The first run should create a UserData folder with Beat Saber IPA.json and Disabled Mods.json , as well as a Logs folder with several subfolders with their own files. If these are created, then the installation was very likely successful. Tip If you are not installing BSIPA on Beat Saber, you probably want to go to the config at UserData/Beat Saber IPA.json and set both of the following to false : { ... \"Updates\": { \"AutoUpdate\": false, \"AutoCheckUpdates\": false }, ... } Tip Depending on the game, you may have to set the config member GameAssemblies to the names of the assemblies that the game uses for BSIPA to virtualize them properly. For Beat Saber distrobutions, this will be set according to the version that it was built for by default. Otherwise, it will contain just Assembly-CSharp.dll since most games use that default. From here, just place all of your plugins in the Plugins folder, and you're all set! Many plugins will come in a zip such that the root of the zip represents the game install directory, so all you may have to do is extract the plugin into the game installation folder. Note For some reason, by default, Wine does not load DLLs in quite the same way that Windows does, causing issues with the injection. To make the injection work with Wine, winhttp has to have a DLL override set to native,builtin . This can be set either through Protontricks, or with the following .reg file. REGEDIT4 [HKEY_CURRENT_USER\\Software\\Wine\\DllOverrides] \"winhttp\"=\"native,builtin\" For Steam there's a per-game Wine prefix under compatdata . In this case SteamLibrary/steamapps/compatdata/620980/pfx/user.reg . Changes to this file will likely be ovewritten when the game updates or if local files are validated through Steam. Thats really all you have to do! The installation should persist across game updates for as long as winhttp.dll is present in the game directory, though your plugins will be moved to a different folder when it does update so things don't break horribly. Uninstalling Uninstalling is fairly simple, and can be done one of two ways: Drag the game executable over IPA.exe while holding Alt . Open a command prompt or Powershell terminal and run .\\IPA.exe -rn . (see The Command Line for what those options mean)"
+ "api/IPA.Config.Stores.Attributes.UseConverterAttribute.html": {
+ "href": "api/IPA.Config.Stores.Attributes.UseConverterAttribute.html",
+ "title": "Class UseConverterAttribute",
+ "keywords": "Class UseConverterAttribute Indicates that a given field or property in an object being wrapped by Generated(Config, Boolean) should be serialized and deserialized using the provided converter instead of the default mechanism. Inheritance Object Attribute UseConverterAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] public sealed class UseConverterAttribute : Attribute, _Attribute Constructors | Improve this Doc View Source UseConverterAttribute(Type) Creates a new UseConverterAttribute with a given ConverterType . Declaration public UseConverterAttribute(Type converterType) Parameters Type Name Description Type converterType the type to assign to ConverterType Properties | Improve this Doc View Source ConverterTargetType Gets the target type of the converter if it is avaliable at instantiation time, otherwise null . Declaration public Type ConverterTargetType { get; } Property Value Type Description Type | Improve this Doc View Source ConverterType Gets the type of the converter to use. Declaration public Type ConverterType { get; } Property Value Type Description Type | Improve this Doc View Source IsGenericConverter Gets whether or not this converter is a generic ValueConverter . Declaration public bool IsGenericConverter { get; } Property Value Type Description Boolean Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ },
+ "api/IPA.Config.Stores.Attributes.SerializedNameAttribute.html": {
+ "href": "api/IPA.Config.Stores.Attributes.SerializedNameAttribute.html",
+ "title": "Class SerializedNameAttribute",
+ "keywords": "Class SerializedNameAttribute Specifies a name for the serialized field or property in an object being wrapped by Generated(Config, Boolean) that is different from the member name itself. Inheritance Object Attribute SerializedNameAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] public sealed class SerializedNameAttribute : Attribute, _Attribute Examples When serializing the following object, we might get the JSON that follows. public class PluginConfig { public virtual bool BooleanField { get; set; } = true; } { \"BooleanField\": true } However, if we were to add a SerializedNameAttribute to that field, we would get the following. public class PluginConfig { [SerializedName(\"bool\")] public virtual bool BooleanField { get; set; } = true; } { \"bool\": true } Constructors | Improve this Doc View Source SerializedNameAttribute(String) Creates a new SerializedNameAttribute with the given Name . Declaration public SerializedNameAttribute(string name) Parameters Type Name Description String name the value to assign to Name Properties | Improve this Doc View Source Name Gets the name to replace the member name with. Declaration public string Name { get; } Property Value Type Description String Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ },
+ "api/IPA.Config.html": {
+ "href": "api/IPA.Config.html",
+ "title": "",
+ "keywords": "Classes Config An abstraction of a config file on disk, which handles synchronizing between a memory representation and the disk representation. Config.NameAttribute Specifies a preferred config name, instead of using the plugin's name. Config.PreferAttribute Specifies that a particular parameter is preferred to use a particular IConfigProvider . If it is not available, also specifies backups. If none are available, the default is used. ConfigProvider A wrapper for an IConfigProvider and the FileInfo to use with it. ModPrefs Allows to get and set preferences for your mod. Interfaces IConfigProvider An interface for configuration providers. IConfigStore A storage for a config structure. IModPrefs Allows to get and set preferences for your mod."
+ },
+ "api/IPA.Config.Stores.html": {
+ "href": "api/IPA.Config.Stores.html",
+ "title": "",
+ "keywords": "Classes GeneratedStore A class providing an extension for Config to make it easy to use generated config stores. ValueConverter A strongly-typed IValueConverter . Interfaces IValueConverter The base interface for a value converter for use by objects generated by Generated(Config, Boolean) ."
+ },
+ "api/IPA.Config.Stores.Converters.IListConverter-2.html": {
+ "href": "api/IPA.Config.Stores.Converters.IListConverter-2.html",
+ "title": "Class IListConverter",
+ "keywords": "Class IListConverter An IListConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < IList > CollectionConverter > IListConverter IListConverter Implements IValueConverter Inherited Members IListConverter.Create(Int32, Object) CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(IList, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(IList, Object) ValueConverter>.ToValue(IList, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public sealed class IListConverter : IListConverter, IValueConverter where TConverter : ValueConverter, new() Type Parameters Name Description T the value type of the collection TConverter the type of the converter to use for T Constructors | Improve this Doc View Source IListConverter() Creates an IListConverter using a default constructed TConverter element type. Equivalent to calling IListConverter(ValueConverter) with a default-constructed TConverter . Declaration public IListConverter() See Also IListConverter(ValueConverter) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also IListConverter "
+ },
+ "api/IPA.Utilities.AlmostVersionConverter.html": {
+ "href": "api/IPA.Utilities.AlmostVersionConverter.html",
+ "title": "Class AlmostVersionConverter",
+ "keywords": "Class AlmostVersionConverter A ValueConverter for AlmostVersion s. Inheritance Object ValueConverter < AlmostVersion > AlmostVersionConverter Implements IValueConverter Inherited Members ValueConverter.IValueConverter.ToValue(Object, Object) ValueConverter.IValueConverter.FromValue(Value, Object) ValueConverter.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public sealed class AlmostVersionConverter : ValueConverter, IValueConverter Methods | Improve this Doc View Source FromValue(Value, Object) Converts a Text node into an AlmostVersion . Declaration public override AlmostVersion FromValue(Value value, object parent) Parameters Type Name Description Value value the Text node to convert Object parent the owner of the new object Returns Type Description AlmostVersion Overrides IPA.Config.Stores.ValueConverter.FromValue(IPA.Config.Data.Value, System.Object) | Improve this Doc View Source ToValue(AlmostVersion, Object) Converts an AlmostVersion to a Text node. Declaration public override Value ToValue(AlmostVersion obj, object parent) Parameters Type Name Description AlmostVersion obj the AlmostVersion to convert Object parent the parent of obj Returns Type Description Value a Text node representing obj Overrides IPA.Config.Stores.ValueConverter.ToValue(IPA.Utilities.AlmostVersion, System.Object) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod