XCOM 2
RuntimeReskinAPI
Showing 1-9 of 9 entries
Update: Oct 21 @ 1:14pm

Updated to version 2.1.
1. Added support for reskinning UFOpedia bestiary models
2. Added priority arbitration logic for OnGetPawnArchetypeString's tuple

Update: Oct 10 @ 9:57pm

Updated to version 2.0.
1. Released version 2 of the interfaces.
2. Added OnPostShouldReskin for V2 rules providers, to allow them to perform follow-up tasks post evaluation, win or lose.
3. Added GetTieBreakPriority for V2 rules providers, to allow them greater control over tiebreaks.
4. Added OnPostResolveMapping for mapping providers, to allow them to perform follow-up tasks post evaluation, win or lose.
5. Added IsInFallbackMode for V2 mapping providers, to allow them to utilize the alternate fallback mode. NOTE: Don't use this yet, it requires a CHL update. Included for forward compatibility.
6. Added deferred reskinning when ApplyForAll is called from the pause menu, such as from an MCM prompt, to reduce the potential scenarios for CTDs.
7. RRA reskinning now copies animations the archetypes animations to the pawn, in addition to the mesh and materials.
8. Updated the "RRAShow[Rules|Mapping]Providers" console commands to signify which interface version each provider uses.

Update: Oct 1 @ 1:27pm

Reverted to Sep 30 release.

Update: Oct 1 @ 1:15pm

Accidental release.

Update: Sep 30 @ 1:10pm

Disabled forced logging by default, left on by accident during my earlier debugging.

Update: Sep 30 @ 12:29pm

Zombies/Chosen Summoning & Faceless CTD Patch
OnUnitBeginPlay: switched from OnStateSubmitted to OnVisualizationBlockCompleted to safely use GetVisualizer rather than FindOrCreateVisualizer, preventing CTDs upon summoning Psi Zombies or Chosen followers and during Faceless reveals.

Update: Sep 20 @ 9:37pm

1. Hardened various parts of the API
2. Moved the ApplyMainMenu logic into the main API file for centralization
3. Added some useful log statements for when log mode is on

Update: Sep 19 @ 5:47am

1. Minor comments fixes
2. Standardized the interface function signatures (!). Both are now context, templateName, unitState, in that order.

I've only done #2 since no mods integrate yet, aside from my own dev build of Advent Angels.
Going forward, V1 interfaces will not change, since mods using unofficial signatures CTD.
I tried getting it all buttoned up ahead of time for the initial release, but it was a huge lift. :)

Update: Sep 18 @ 10:26pm

Initial release.