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Bump version to 0.7.0.0, update README
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README.md

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| Releases | Status |
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|:---: |---------- |
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| Stable | [![Latest Stable Release](https://img.shields.io/github/downloads/krzys-h/UndertaleModTool/0.6.1.0/total)](https://github.com/krzys-h/UndertaleModTool/releases/tag/0.6.1.0) |
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| Bleeding edge | [![Latest Bleeding Edge](https://img.shields.io/github/downloads/krzys-h/UndertaleModTool/bleeding-edge/total)](https://github.com/krzys-h/UndertaleModTool/releases/tag/bleeding-edge) |
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| Stable | [![Latest Stable Release](https://img.shields.io/github/downloads/UnderminersTeam/UndertaleModTool/0.7.0.0/total)](https://github.com/UnderminersTeam/UndertaleModTool/releases/tag/0.7.0.0) |
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| Bleeding edge | [![Latest Bleeding Edge](https://img.shields.io/github/downloads/UnderminersTeam/UndertaleModTool/bleeding-edge/total)](https://github.com/UnderminersTeam/UndertaleModTool/releases/tag/bleeding-edge) |
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It's worth noting that UndertaleModTool has different builds per release. The differences are as follows:
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* Experimental high-level decompiler. The output is accurate (except for the latest GameMaker versions), but it could use some more cleaning up of the high-level structures.
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* Support for running scripts that automatically modify your data file (or perform other nefarious tasks) - this is the way to distribute mods, but creating them is a manual job for now. It also serves as a replacement for sharing hex editor offsets - if you make it into a file-format-aware script instead, there is much smaller change of it breaking after an update.
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* All core IO functionality extracted into a library for use in external tools.
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* Can generate an .yydebug file for the GM:S debugger so that you can edit variables live! (see [here](https://github.com/krzys-h/UndertaleModTool/wiki/Corrections-to-GameMaker-Studio-1.4-data.win-format-and-VM-bytecode,-.yydebug-format-and-debugger-instructions#yydebug-file-format))
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* Can generate an .yydebug file for the GM:S debugger so that you can edit variables live! (see [here](https://github.com/UnderminersTeam/UndertaleModTool/wiki/Corrections-to-GameMaker-Studio-1.4-data.win-format-and-VM-bytecode,-.yydebug-format-and-debugger-instructions#yydebug-file-format))
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* Automatic file associations for all GameMaker related files. This can be disabled by having a `dna.txt` file next to the executable.
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# Screenshots
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* GoToRoom: Replaces the debug mode functionality of the F3 button with a dialog that lets you jump to any room by ID
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* ShowRoomName: Displays the current room name and ID on screen in debug mode
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Additionally, included are some community-made scripts. For more information, consult the [SCRIPTS.md](https://github.com/krzys-h/UndertaleModTool/blob/master/SCRIPTS.md) file.
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Additionally, included are some community-made scripts. For more information, consult the [SCRIPTS.md](https://github.com/UnderminersTeam/UndertaleModTool/blob/master/SCRIPTS.md) file.
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# Contributing
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All contributions are welcome! If you find a bug, a data file that does not load etc., please report it on the [issues page](https://github.com/krzys-h/UndertaleModTool/issues). Pull requests and help with decoding the format is welcome too! Here is a current list of stuff that needs to be worked on:
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All contributions are welcome! If you find a bug, a data file that does not load etc., please report it on the [issues page](https://github.com/UnderminersTeam/UndertaleModTool/issues). Pull requests are welcome too! Here is a current list of stuff that needs to be worked on:
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* Work on the profile system
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* Decompiler improvements
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* Add support for latest versions of GameMaker (notably, 2.3) - decompiler cannot function in most cases currently
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* Eventually, making the GUI cross-platform if possible
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* Upgrading profile system to a better, more source-control friendly project system.
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* Continuing to improve support for a wider variety of GameMaker versions (especially recent ones).
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* Further GML compiler and decompiler work, mainly over on [Underanalyzer](https://github.com/UnderminersTeam/Underanalyzer) for versions beyond UndertaleModTool 0.7.x.
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* Making structural changes to clean up the library (an incremental effort).
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* Eventually, making the GUI cross-platform if possible, and improving it in general.
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* General usability improvements, bugfixes, and so on.
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# Compilation Instructions
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In order to compile the repo yourself, the `.NET Core 6 SDK` or later is required.
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In order to compile the repo yourself, the `.NET Core 8 SDK` or later is required.
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The following projects can be compiled:
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- `UndertaleModLib`: The core library used by all other projects.
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# GameMaker Data File Format
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Interested in the file and instruction format research I've done while working on this? Check out the [Wiki](https://github.com/krzys-h/UndertaleModTool/wiki)
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Interested in the file and instruction format research I've done while working on this? Check out the [Wiki](https://github.com/UnderminersTeam/UndertaleModTool/wiki)
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for full details and documentation.
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# Special thanks
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as well as all the other contributors:
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<p align="center">
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<a href="https://github.com/krzys-h/UndertaleModTool/graphs/contributors">
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<img src="https://contrib.rocks/image?repo=krzys-h/UndertaleModTool" />
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<a href="https://github.com/UnderminersTeam/UndertaleModTool/graphs/contributors">
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<img src="https://contrib.rocks/image?repo=UnderminersTeam/UndertaleModTool" />
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</a>
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</p>
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UndertaleModLib/UndertaleModLib.csproj

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<!-- AssemblyInfo -->
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<AssemblyTitle>UndertaleModLib</AssemblyTitle>
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<ProductName>UndertaleModLib</ProductName>
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<Copyright>Copyright © 2018-2024, licensed under GPLv3</Copyright>
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<AssemblyVersion>0.6.1.0</AssemblyVersion>
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<FileVersion>0.6.1.0</FileVersion>
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<Copyright>Copyright © 2018-2025, licensed under GPLv3</Copyright>
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<AssemblyVersion>0.7.0.0</AssemblyVersion>
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<FileVersion>0.7.0.0</FileVersion>
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<DebugType>embedded</DebugType>
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<Platforms>AnyCPU;x64</Platforms>
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<RuntimeIdentifiers>win-x64;win-x86</RuntimeIdentifiers>

UndertaleModTool/Properties/AssemblyInfo.cs

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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("UndertaleModTool")]
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[assembly: AssemblyCopyright("Copyright © 2018-2024")]
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[assembly: AssemblyCopyright("Copyright © 2018-2025")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Możesz określić wszystkie wartości lub użyć domyślnych numerów kompilacji i poprawki
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// przy użyciu symbolu „*”, tak jak pokazano poniżej:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.6.1.0")]
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[assembly: AssemblyFileVersion("0.6.1.0")]
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[assembly: AssemblyVersion("0.7.0.0")]
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[assembly: AssemblyFileVersion("0.7.0.0")]

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