Feat asset bundle manager - #3
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Added UniverseLib as it was supposed to fix all my issues but it didnt and now returns null :( made a class for loading asset bundles from memory but UniverseLib might make it redundant if i can get it working.
Added the `AssetBundleManager` class and removed the `AssetBundleLoader` class from `SceneManager.cs`.
Adds custom scene loading support, including spawning the player into custom scenes, along with code cleanup. See CHANGELOG.md for the full list of changes.
See CHANGELOG.md [1.1.1-dev-alpha] for details.
Forgot to update the plugin version.
…aiter, and track loading state
Chore: Code cleanup for AssetBundleManager
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| { | ||
| rootPath = Paths.BepInExRootPath; | ||
| rootPath = Path.Combine(Paths.BepInExRootPath, "plugins"); |
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Suggestion: Mods installed in the documented BepInEx/mods directory are no longer discovered; this scan only looks under BepInEx/plugins/mods, so those mods never load.
Assessment: 🔴 Critical · 🔁 Occurrence: Often · 🏷️ Api mismatch
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This is a comment left during a code review.
**Path:** Runtime/ModLoader.cs
**Line:** 57:57
**Comment:**
*Api Mismatch: Mods installed in the documented `BepInEx/mods` directory are no longer discovered; this scan only looks under `BepInEx/plugins/mods`, so those mods never load.
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Once fix is implemented, also check other comments on the same PR, and ask user if the user wants to fix the rest of the comments as well. if said yes, then fetch all the comments validate the correctness and implement a minimal fix
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CodeAnt-AI Description
Load custom scenes while keeping the player and gameplay available
What Changed
CustomPlayerSpawnpoint.BepInEx/plugins/modsat startup.Impact
✅ Custom scenes retain the gameplay player✅ Players spawn at custom scene markers✅ Mod assets load from the plugins/mods folder💡 Usage Guide
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