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Merge pull request #49 from StarMapLoader/dev
Do not try to unload the assembly load contexts (#44) Add StarMap hook for after onFrame
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StarMap.API/BaseAttributes.cs

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@@ -81,7 +81,6 @@ public override bool IsValidSignature(MethodInfo method)
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/// <summary>
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/// Methods marked with this attribute will be called when all mods are loaded.
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/// This is to be used for when the mod has dependencies on other mods.
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/// </summary>
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/// <remarks>
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/// Methods using this attribute must follow this signature:

StarMap.API/README.md

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@@ -14,10 +14,10 @@ Every mod will at minimum contain a mod.toml (which is also the case for KSA mod
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While it is not stricly neccesary, it is adviced to add StarMap info to the mod.toml, at its most basic, a mod.toml should like like this:
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```toml
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name = "StarMap.SimpleMod"
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name = "MyAmazingMod"
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[StarMap]
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EntryAssembly = "StarMap.SimpleMod"
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EntryAssembly = "MyAmazingMod"
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```
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The name will be the modid of your mod, this should be the same name as the folder in which this lives in the Content folder.
@@ -44,12 +44,12 @@ First of all, mods can configure what assemblies should be exposed to other mods
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In below example, only the StarMap.SimpleMod.Dependency(.dll) assembly will be accessable from other mods (more info in [imported and exported assemblies](#imported-and-exported-assemblies)).
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```toml
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name = "StarMap.SimpleMod2"
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name = "MyOtherAmazingMod"
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[StarMap]
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EntryAssembly = "StarMap.SimpleMod2"
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EntryAssembly = "MyOtherAmazingMod"
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ExportedAssemblies = [
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"StarMap.SimpleMod.Dependency"
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"MyDependency"
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]
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```
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@@ -58,16 +58,16 @@ ExportedAssemblies = [
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Then, mods can define what mods they want to define on, they can do this by adding a new ModDependencies list entry in the mod.toml
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```toml
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name = "StarMap.SimpleMod"
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name = "MyAmazingMod"
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[StarMap]
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EntryAssembly = "StarMap.SimpleMod"
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EntryAssembly = "MyAmazingMod"
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[[StarMap.ModDependencies]]
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ModId = "StarMap.SimpleMod2"
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ModId = "MyOtherAmazingMod"
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Optional = false
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ImportedAssemblies = [
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"StarMap.SimpleMod.Dependency"
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"MyDependency"
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]
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```
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