mirror of
https://github.com/mleem97/gregWiki.git
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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.
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@@ -67,4 +67,4 @@ Bindings are **not** auto-generated for all languages; stubs are for contributor
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## Related
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- [FMF hooks catalog](./fmf-hooks-catalog.md) (generated)
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- [Legacy wiki: HOOK-NAMING-CONVENTION](../wiki-import/HOOK-NAMING-CONVENTION) (extended examples)
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- [Legacy wiki: HOOK-NAMING-CONVENTION](../legacy/wiki-import/HOOK-NAMING-CONVENTION) (extended examples)
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30
docs/reference/modding-language-requirement.md
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30
docs/reference/modding-language-requirement.md
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---
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id: modding-language-requirement
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title: Modding language (C# only)
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slug: /reference/modding-language-requirement
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description: Mandatory language for mods, MelonLoader plugins, and extensions — C# only.
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---
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# Modding language (C# only)
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## Requirement
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**All logic for mods, MelonLoader plugins, and framework extensions must be implemented in C#.**
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That applies to anything shipped as a **`gregMod.*`**, **`gregExt.*`**, or **`FFM.Plugin.*`** / **`FMF.*`** module that loads through the MelonLoader / IL2CPP stack: gameplay code, Harmony patches, UI, networking hooks, and data handling belong in **C#** (typically targeting **.NET** compatible with your MelonLoader build).
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## Rationale
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- **MelonLoader** loads managed **.NET** assemblies; Harmony and the interop layer are built around C#.
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- A single language keeps reviews, debugging, and CI consistent for contributors.
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## What this does *not* restrict
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- **Framework core** (`gregCore`) may still contain **non-C#** components maintained by core maintainers (for example the **Rust** FFI bridge under `bridges/gregSta.RustBridge/`, build scripts, or tooling). Those are **not** substitutes for implementing mod/plugin/extension behavior outside C#.
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- **Documentation**, **config** (JSON/YAML), and **assets** are not “logic” in this sense.
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- **gregStore**, **gregWiki**, and other non–in-game stacks may use other languages as appropriate.
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## See also
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- [Framework](/wiki/mods/framework) — runtime surface for mod authors
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- [FMF hook naming](/wiki/reference/fmf-hook-naming)
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37
docs/reference/reference-data-files.md
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37
docs/reference/reference-data-files.md
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---
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id: reference-data-files
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title: Binary reference exports
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sidebar_label: Reference data (.gz)
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description: Large hook exports used by tooling (gzip archives under docs/reference).
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---
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# Binary reference exports
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This section describes **large reference exports** used by hook analysis and build-time tooling. When present, they live next to this documentation tree under `docs/reference/` (as `.gz` files).
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## Files (when committed)
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- `assembly-hooks.txt.gz`
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- `modder-hooks.ffm.txt.gz`
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## Decompress locally
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```bash
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gzip -dk assembly-hooks.txt.gz
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gzip -dk modder-hooks.ffm.txt.gz
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```
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```powershell
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$inputPath = ".\\assembly-hooks.txt.gz"
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$outputPath = ".\\assembly-hooks.txt"
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$in = [System.IO.File]::OpenRead($inputPath)
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$out = [System.IO.File]::Create($outputPath)
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$gzip = New-Object System.IO.Compression.GzipStream($in, [System.IO.Compression.CompressionMode]::Decompress)
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$gzip.CopyTo($out)
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$gzip.Dispose(); $out.Dispose(); $in.Dispose()
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```
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## Pipeline usage
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- Prefer reading `.gz` directly from scripts when possible.
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- Avoid committing extracted `.txt` blobs unless required for CI.
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