refactor: update project branding and structure for gregFramework

- Changed project title and tagline in docusaurus.config.js to reflect the new branding.
- Updated package.json and package-lock.json to rename the project to gregwiki-docs-site.
- Adjusted sidebar and documentation files to align with the new project structure and naming conventions.
- Enhanced documentation content for clarity and consistency across various sections.
- Added Prettier as a development dependency for code formatting.

This commit aligns the project with the new branding and improves overall documentation quality.
This commit is contained in:
Marvin
2026-04-10 01:20:22 +02:00
parent 31cd24b462
commit ea92a0baf8
295 changed files with 835 additions and 34708 deletions

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---
id: contributor-workshop
title: Contributor Guide — WorkshopManager
sidebar_label: Contributor Guide
description: Development setup, building, publishing workflow, and release process for the WorkshopManager.
sidebar_position: 20
tags:
- audience:contributor
- workshop
---
# Contributor Guide — WorkshopManager
This guide covers the development workflow for the WorkshopManager and how to publish mods to the Steam Workshop.
## Prerequisites
- **Visual Studio 2022** with **.NET Multi-platform App UI** and **Windows App SDK** workloads.
- **.NET 9 SDK** (for the WorkshopManager MAUI app).
- **.NET 6 SDK** (for framework, plugins, and mods targeting MelonLoader).
- **Steam** with Data Center installed (App ID 4170200).
## Repository structure
| Path | Purpose |
|------|---------|
| `framework/FrikaMF.csproj` | Core MelonLoader framework DLL |
| `plugins/FFM.Plugin.*/` | FMF extension plugins (5 projects) |
| `mods/FMF.*/` | Standalone mods (4 projects) |
| `WorkshopUploader/` | WorkshopManager MAUI app |
| `scripts/Deploy-Release-ToWorkshop.ps1` | Package all builds into Workshop folders |
| `scripts/Deploy-Release-ToDataCenter.ps1` | Deploy to game for local testing |
## Building
### Build everything (solution)
```bash
dotnet build FrikaMF.sln -c Release
```
### Build standalone mods (not in solution)
```bash
dotnet build mods/FMF.ConsoleInputGuard/FMF.ConsoleInputGuard.csproj -c Release
dotnet build mods/FMF.Mod.GregifyEmployees/FMF.GregifyEmployees.csproj -c Release
dotnet build mods/FMF.Mod.HexLabelMod/FMF.HexLabelMod.csproj -c Release
dotnet build mods/FMF.Plugin.LangCompatBridge/FMF.JoniMLCompatMod.csproj -c Release
```
### Build WorkshopManager only
```bash
dotnet build WorkshopUploader/WorkshopUploader.csproj -c Release
```
## Workshop project structure
Each mod/plugin gets its own folder under `<GameRoot>/workshop/`:
```text
<GameRoot>/workshop/
├── FrikaModFramework/
│ ├── content/
│ │ └── Mods/
│ │ └── FrikaModdingFramework.dll
│ ├── metadata.json
│ └── preview.png
├── FFM.Plugin.Multiplayer/
│ ├── content/
│ │ └── FMF/
│ │ └── Plugins/
│ │ └── FFM.Plugin.Multiplayer.dll
│ ├── metadata.json
│ └── preview.png
└── ...
```
The `content/` folder mirrors the game directory structure and is what Steam uploads.
## Deploy to Workshop folders
```bash
pwsh -File scripts/Deploy-Release-ToWorkshop.ps1
```
This script:
1. Builds all framework, plugin, and mod projects.
2. Creates a Workshop project folder for each under `<GameRoot>/workshop/`.
3. Copies the built DLL into `content/<target path>/`.
4. Creates `metadata.json` with title, description, tags, and visibility.
## Publishing workflow
### GUI (recommended)
1. Run the WorkshopManager app.
2. Open a project from the **Projects** tab.
3. Edit title, description, tags, visibility, and preview image.
4. Write **change notes** describing what changed.
5. Click **Save and upload to Steam**.
6. After upload, the app **syncs** your local `content/` with Steam's version.
### CLI (headless)
```bash
WorkshopUploader.exe --mode publish --path <project-folder>
```
### Post-upload sync
After publishing, the app re-downloads the item from Steam and replaces your local `content/` folder. This ensures your working copy matches exactly what Steam has — similar to `git pull` after `git push`.
## Extending the service layer
The `SteamWorkshopService` in `WorkshopUploader/Services/SteamWorkshopService.cs` wraps the Facepunch.Steamworks 2.3.3 API. Key methods:
| Method | Purpose |
|--------|---------|
| `PublishAsync` | Create or update a Workshop item with change notes |
| `SyncAfterPublishAsync` | Re-download from Steam to sync local content |
| `BrowseAsync` | Browse all Workshop items with sort/tag filters |
| `SearchAsync` | Text search across Workshop items |
| `ListSubscribedAsync` | List user's subscribed items |
| `ListFavoritedAsync` | List user's favorited items |
| `SubscribeAsync` / `UnsubscribeAsync` | Toggle subscription |
| `AddFavoriteAsync` / `RemoveFavoriteAsync` | Toggle favorite |
| `VoteAsync` | Vote up or down |
| `GetItemDetailsAsync` | Full item details with stats |
## Adding a new mod to the release
1. Create the mod project under `mods/`.
2. Add it to the `$mods` array in `Deploy-Release-ToWorkshop.ps1`.
3. Run the deploy script.
4. Open the new workshop project in the WorkshopManager and publish.