food-Skins icon

Skins

Modular skin support (no more replacing asset files!)

CHANGELOG

v0.9.3

  • fix: WeaponShellManager.OnLevelCleanup would throw because we use null as pool placeholder.
    • This causes faulty level cleanup if called by some mods, and would cause all subsequent level generations to fail until the game is restarted.
    • We now always fill the pool with a valid empty GameObjectPool to prevent this issue.
  • feat: add option to turn on mipmap generation for skin textures.
  • feat: add HarmonyWrapSafe to all patches to prevent patch failures from breaking the game.
  • refactor: initialize skins on level gen Builder.OnFactoryDone instead.

v0.9.1

  • fix: in some setups, gear might be missed in target setup
    • Now we setup all inventory gear on level start, so local player gear is guaranteed to be a target and setup.

v0.9.0

  • fix: casing is not recorded if it is not part of the gun model
  • fix: hacking Tool etc. can now be targeted because we attach at Item level
  • feat: ManagedGroupTarget that attaches to any Item
    • Things like Hacking Tool can now be targeted
  • feat: mags are now skinned
  • refactor: we don't assume MeshRenderers all have MeshFilter with it.
  • refactor: change int types for persistentID to uint.

v0.8.1 / v0.9.2

  • v0.9.2 (rollback-hotfix) points to this version
  • fix: possible security issues

v0.8.0

  • feat: support for installing skinspkg internal format packages.
  • feat: change 'Update All Material Targets' button to 'Open Global Skins Folder' button

v0.7.0

  • feat: mesh replacement via Mesh Targets
  • refactor: adjust schema to use match_groups instead of matchGroups for consistency.

v0.6.3

  • fix: premature texture unload by Unity due to no references
  • feat: manage destruction of Vanilla textures with ref count and HideFlags.DontUnloadUnusedAsset.

Dev Notes

There has been an issue where skins would sometimes stop applying correctly. Reverting to Vanilla skins after dropping in and out of level would also result in Vanilla textures being destroyed by Unity's resource management. This is because Skins' management of textures are not considered as part of Unity's reference counting system. This update fixes this issue by managing the lifecycle of textures with a ref count and HideFlags.DontUnloadUnusedAsset to prevent Unity from unloading them prematurely.

v0.6.1 / v0.6.2

  • fix: gear ID extraction can cause NRE if item has no PlayfabInstanceId
  • feat: added an "Update All Material Targets" button to settings

v0.6.0

  • fix: incorrect callsite for OnSetActive for selection item
  • fix: skin button disappearing when using LegacyLobby
  • fix: make OnAllPartsSpawned to be patched at lowest priority (might be related to skins not applying in some modded rundowns)
  • feat: skin reload indication and progress display
  • feat: French localization (thank you @Ocha!)
  • feat: Traditional Chinese localization
  • chore: suppress GTFO localization not ready warnings
  • docs: update README

v0.5.3

  • fix: material keyword restore on revert: DisableKeyword("*") was a no-op; now iterates shaderKeywords correctly
  • fix: _clean flag being set after the property loop; it is now set before so a partial-apply failure can't leave the target in an inconsistent state
  • fix: when a configured skin GUID is no longer found in the registry, the target now auto-reverts to vanilla and clears the stale entry
  • feat: auto-move from per-profile to global now replaces the existing global copy on collision rather than skipping, so per-profile is always treated as the up-to-date source

v0.5.2

  • docs: update README with Hot Reload information

v0.5.1

  • feat: initial Release