Releases: MadMax1960/Concursus
3.1.0
3.0.1 release, funky cypher
Added an option to put cbb files into the no_cypher folder. I did not know this was a thing.
3.0 Release, Feelin Funky'
This update is a pretty decent sized one. The big part of it is support for Bomb Rush Cyberfunk. Technically, I already supported it (and just about every Unity game) due to the "plugins" system with the plugins folder. However you couldn't really download any mods with it. I've made a ugly ass system that adds support to specific file types. It's yet another thing I need to add documentation for, but the bottom line is, any Crewboom mod is supported by Concursus on GB. Time to the sparknotes version of new features though.
- Plugins now have error checking so they won't be copied/deleted when they shouldn't be.
- .cbb files can now be downloaded from GB, meaning BRC is supported for the most part.
- When creating a mod, it will now generate the game's data folder, and the most commonly used filepath for files. Alongside a plugins folder.
2.0.2 Release, yet another fix or one click
This time one click is actually fixed, oops. Thanks to CSK for fixing this!
Also, boo, to those of you being jumpscared by the auto updater for the first time.
2.0.1 One Click fix, auto update fix
Auto update fix, along with one click fix
2.0.0 One Click and Plugin Support
This update now includes plugin support for bepinex
Simply put the filepath to your plugin inside a "plugins" folder in your mod folder. For instance (modname)/plugins/bepinex/plugins/epicmod/epicmod.dll
One click download is also supported for any game now. Though it's built into p5t and sonic superstars atm.
Release 1.0.4 Snowball Feed
Gave p5t a gb rss feed
Release 1.0.3 Snowball
Added config info for a very epic game
Release 1.0.2
Fixed quite a few things, but merging on a couple files seems to be broken. In order to take care of this I've just made it give you an error that you're merging is broken instead of just crashing. Will hopefully be fixed soon.
Release 1.0.1
Seemingly no bugs so far with Superstars, which is nice! Means I can focus on features to implement to procrastinate even more on the Avalonia port.
This update fixes me leaving configs in for other games from my local version (oops). The big thing though is framework for a "GameID" system is put in place, meaning game specific functions during the "saving" (or merging) process when installing mods. In Superstars case, ACB/AWB merging, and in Soul Hackers 2 case encrypted asset support. This also enables proper switch support later down the line without having to rewrite how merging is done completely.
Do take note I've just laid the very, very basic groundwork for these being implemented, they're not implemented yet. To the singular person who inquired about doing prs with that kind of stuff though, go wild, now anything you do will only screw up your specific game instead of the whole program (hopefully......).
Also will try to fix up the autoupdater.