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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@@ -67,4 +67,4 @@ Bindings are **not** auto-generated for all languages; stubs are for contributor
## Related
- [FMF hooks catalog](./fmf-hooks-catalog.md) (generated)
- [Legacy wiki: HOOK-NAMING-CONVENTION](../wiki-import/HOOK-NAMING-CONVENTION) (extended examples)
- [Legacy wiki: HOOK-NAMING-CONVENTION](../legacy/wiki-import/HOOK-NAMING-CONVENTION) (extended examples)

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@@ -0,0 +1,30 @@
---
id: modding-language-requirement
title: Modding language (C# only)
slug: /reference/modding-language-requirement
description: Mandatory language for mods, MelonLoader plugins, and extensions — C# only.
---
# Modding language (C# only)
## Requirement
**All logic for mods, MelonLoader plugins, and framework extensions must be implemented in C#.**
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).
## Rationale
- **MelonLoader** loads managed **.NET** assemblies; Harmony and the interop layer are built around C#.
- A single language keeps reviews, debugging, and CI consistent for contributors.
## What this does *not* restrict
- **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#.
- **Documentation**, **config** (JSON/YAML), and **assets** are not “logic” in this sense.
- **gregStore**, **gregWiki**, and other nonin-game stacks may use other languages as appropriate.
## See also
- [Framework](/wiki/mods/framework) — runtime surface for mod authors
- [FMF hook naming](/wiki/reference/fmf-hook-naming)

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@@ -0,0 +1,37 @@
---
id: reference-data-files
title: Binary reference exports
sidebar_label: Reference data (.gz)
description: Large hook exports used by tooling (gzip archives under docs/reference).
---
# Binary reference exports
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).
## Files (when committed)
- `assembly-hooks.txt.gz`
- `modder-hooks.ffm.txt.gz`
## Decompress locally
```bash
gzip -dk assembly-hooks.txt.gz
gzip -dk modder-hooks.ffm.txt.gz
```
```powershell
$inputPath = ".\\assembly-hooks.txt.gz"
$outputPath = ".\\assembly-hooks.txt"
$in = [System.IO.File]::OpenRead($inputPath)
$out = [System.IO.File]::Create($outputPath)
$gzip = New-Object System.IO.Compression.GzipStream($in, [System.IO.Compression.CompressionMode]::Decompress)
$gzip.CopyTo($out)
$gzip.Dispose(); $out.Dispose(); $in.Dispose()
```
## Pipeline usage
- Prefer reading `.gz` directly from scripts when possible.
- Avoid committing extracted `.txt` blobs unless required for CI.