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Feat asset bundle manager - #3

Merged
Cyrusbye720 merged 15 commits into
mainfrom
feat_AssetBundleManager
Oct 4, 2026
Merged

Cyrusbye720 merged 15 commits into
mainfrom
feat_AssetBundleManager

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@Cyrusbye720

@Cyrusbye720 Cyrusbye720 commented Oct 4, 2026 •

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What changed?

Why?

How was it tested?


CodeAnt-AI Description

Load custom scenes while keeping the player and gameplay available

What Changed

  • Mods can load custom scenes without replacing the gameplay scene; the player moves to the scene’s CustomPlayerSpawn point.
  • Reloading an open custom scene waits for it to unload, and duplicate scene-load requests are ignored.
  • Mods and the API’s asset bundles are loaded from BepInEx/plugins/mods at startup.
  • Mods can set the secret text on the level-completion screen, and level-time change events now update reliably.

Impact

✅ Custom scenes retain the gameplay player
✅ Players spawn at custom scene markers
✅ Mod assets load from the plugins/mods folder

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SniffBakaSniff and others added 15 commits September 30, 2026 05:34
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.
Chore: Code cleanup for AssetBundleManager
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codeant-ai Bot commented Oct 4, 2026 •

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🤖 CodeAnt AI — Review Status

Status Commit Started (UTC) Finished (UTC)
✅ Reviewed your PR 89c1c7c Oct 04, 2026 · 23:33 23:39

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codeant-ai Bot commented Oct 4, 2026

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@codeant-ai codeant-ai Bot added the size:XL This PR changes 500-999 lines, ignoring generated files label Oct 4, 2026
@Cyrusbye720
Cyrusbye720 merged commit 4615bf3 into main Oct 4, 2026
1 check passed
Comment thread Runtime/ModLoader.cs
try
{
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

Use CodeAnt Skill Fix in Cursor Fix in VSCode Claude

Prompt for AI Agent 🤖
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.

Validate the correctness of the flagged issue. If correct, How can I resolve this? If you propose a fix, implement it and please make it concise.
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 Bot commented Oct 4, 2026

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CodeAnt Nitpicks

2 code suggestions

1. After a level restart, CompletionTime drops below _lastLevelTime; this condition treats the negative delta as unchanged, suppressing LevelTimeChanged until the timer exceeds the previous level's time.

Incorrect condition logic · Events/EventManager.cs:32


2. This error is unconditional, so every successful Instantiate also reports that the player object could not be found.

Incorrect condition logic · SceneManager/AssetBundleManager.cs:115

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