├── .github └── workflows │ ├── ProductionRelease.yml │ └── TestBuild.yml ├── .gitignore ├── .gitmodules ├── CHANGELOG.md ├── LICENSE ├── README.md ├── ValheimExportHelper.sln └── ValheimExportHelper ├── AddEditorAssets.cs ├── AddPostProcessingPackage.cs ├── FixCodeFiles.cs ├── FixCursor.cs ├── FixPlugins.cs ├── FixUnityProjectSettings.cs ├── FixWAVs.cs ├── LoggingTrait.cs ├── PostExporterEx.cs ├── RenameExportDir.cs ├── Resource.Designer.cs ├── Resource.resx ├── Resources ├── Blank.unity ├── CreateAssetBundles.cs ├── PostProcessing.zip ├── ShadersReadme.md ├── WorldGeneratorFix.cs ├── icon.ico └── manifest.json ├── Ripper.cs ├── UnityYaml.cs ├── ValheimExportHelper.cs └── ValheimExportHelper.csproj /.github/workflows/ProductionRelease.yml: -------------------------------------------------------------------------------- 1 | name: Create Release 2 | 3 | on: 4 | push: 5 | branches: [ "prod" ] 6 | 7 | jobs: 8 | Build_Release: 9 | runs-on: windows-latest 10 | steps: 11 | - name: Checkout Master 12 | uses: actions/checkout@v3 13 | with: 14 | submodules: true 15 | - name: Setup .NET 16 | uses: actions/setup-dotnet@v2 17 | with: 18 | dotnet-version: 7.0.x 19 | - name: Add Package Source 20 | run: dotnet nuget add source --name SamBoy "https://nuget.samboy.dev/v3/index.json" 21 | - name: Restore dependencies 22 | run: dotnet restore 23 | - name: Build 24 | run: dotnet build --no-restore -c Release 25 | - name: Test Build 26 | run: dotnet test --no-build --verbosity normal 27 | - name: Upload a Build Artifact 28 | uses: actions/upload-artifact@v3.1.0 29 | with: 30 | # Artifact name 31 | name: 'ValheimExportHelper' 32 | # A file, directory or wildcard pattern that describes what to upload 33 | path: 'ValheimExportHelper/bin/Release/net7.0/' 34 | 35 | - name: Grab Version 36 | id: version 37 | uses: mavrosxristoforos/get-xml-info@1.0 38 | with: 39 | xml-file: ValheimExportHelper/ValheimExportHelper.csproj 40 | xpath: /Project/PropertyGroup/Version 41 | 42 | - name: Create Release Zip 43 | uses: vimtor/action-zip@v1 44 | with: 45 | files: ValheimExportHelper/bin/Release/net7.0/ 46 | dest: ValheimExportHelper.zip 47 | 48 | - name: Create Release 49 | uses: softprops/action-gh-release@v1 50 | id: create_release 51 | with: 52 | draft: false 53 | prerelease: false 54 | name: ${{steps.version.outputs.info}} 55 | tag_name: ${{steps.version.outputs.info}} 56 | body_path: CHANGELOG.md 57 | files: ValheimExportHelper.zip 58 | env: 59 | GITHUB_TOKEN: ${{secrets.PATOKEN}} 60 | -------------------------------------------------------------------------------- /.github/workflows/TestBuild.yml: -------------------------------------------------------------------------------- 1 | name: Test Build Check 2 | 3 | on: 4 | push: 5 | branches: [ "main" ] 6 | pull_request: 7 | branches: [ "main" ] 8 | 9 | jobs: 10 | build: 11 | runs-on: windows-latest 12 | steps: 13 | - name: Checkout Master 14 | uses: actions/checkout@v3 15 | with: 16 | submodules: true 17 | - name: Setup .NET 18 | uses: actions/setup-dotnet@v2 19 | with: 20 | dotnet-version: 7.0.x 21 | - name: Add Package Source 22 | run: dotnet nuget add source --name SamBoy "https://nuget.samboy.dev/v3/index.json" 23 | - name: Restore dependencies 24 | run: dotnet restore 25 | - name: Build 26 | run: dotnet build --no-restore 27 | - name: Test Build 28 | run: dotnet test --no-build --verbosity normal 29 | 30 | - name: Grab Version 31 | id: version 32 | uses: mavrosxristoforos/get-xml-info@1.0 33 | with: 34 | xml-file: ValheimExportHelper/ValheimExportHelper.csproj 35 | xpath: /Project/PropertyGroup/Version 36 | 37 | - name: Upload a Build Artifact 38 | uses: actions/upload-artifact@v3.1.0 39 | with: 40 | # Artifact name 41 | name: 'ValheimExportHelper ${{steps.version.outputs.info}}' 42 | # A file, directory or wildcard pattern that describes what to upload 43 | path: 'ValheimExportHelper/bin/Debug/net7.0/' 44 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | .idea/* 13 | 14 | # User-specific files (MonoDevelop/Xamarin Studio) 15 | *.userprefs 16 | 17 | # Mono auto generated files 18 | mono_crash.* 19 | 20 | # Build results 21 | [Dd]ebug/ 22 | [Dd]ebugPublic/ 23 | [Rr]elease/ 24 | [Rr]eleases/ 25 | x64/ 26 | x86/ 27 | [Aa][Rr][Mm]/ 28 | [Aa][Rr][Mm]64/ 29 | bld/ 30 | [Bb]in/ 31 | [Oo]bj/ 32 | [Ll]og/ 33 | [Ll]ogs/ 34 | 35 | # Visual Studio 2015/2017 cache/options directory 36 | .vs/ 37 | # Uncomment if you have tasks that create the project's static files in wwwroot 38 | #wwwroot/ 39 | 40 | # Visual Studio 2017 auto generated files 41 | Generated\ Files/ 42 | 43 | # MSTest test Results 44 | [Tt]est[Rr]esult*/ 45 | [Bb]uild[Ll]og.* 46 | 47 | # NUnit 48 | *.VisualState.xml 49 | TestResult.xml 50 | nunit-*.xml 51 | 52 | # Build Results of an ATL Project 53 | [Dd]ebugPS/ 54 | [Rr]eleasePS/ 55 | dlldata.c 56 | 57 | # Benchmark Results 58 | BenchmarkDotNet.Artifacts/ 59 | 60 | # .NET Core 61 | project.lock.json 62 | project.fragment.lock.json 63 | artifacts/ 64 | 65 | # StyleCop 66 | StyleCopReport.xml 67 | 68 | # Files built by Visual Studio 69 | *_i.c 70 | *_p.c 71 | *_h.h 72 | *.ilk 73 | *.meta 74 | *.obj 75 | *.iobj 76 | *.pch 77 | *.pdb 78 | *.ipdb 79 | *.pgc 80 | *.pgd 81 | *.rsp 82 | *.sbr 83 | *.tlb 84 | *.tli 85 | *.tlh 86 | *.tmp 87 | *.tmp_proj 88 | *_wpftmp.csproj 89 | *.log 90 | *.vspscc 91 | *.vssscc 92 | .builds 93 | *.pidb 94 | *.svclog 95 | *.scc 96 | 97 | # Chutzpah Test files 98 | _Chutzpah* 99 | 100 | # Visual C++ cache files 101 | ipch/ 102 | *.aps 103 | *.ncb 104 | *.opendb 105 | *.opensdf 106 | *.sdf 107 | *.cachefile 108 | *.VC.db 109 | *.VC.VC.opendb 110 | 111 | # Visual Studio profiler 112 | *.psess 113 | *.vsp 114 | *.vspx 115 | *.sap 116 | 117 | # Visual Studio Trace Files 118 | *.e2e 119 | 120 | # TFS 2012 Local Workspace 121 | $tf/ 122 | 123 | # Guidance Automation Toolkit 124 | *.gpState 125 | 126 | # ReSharper is a .NET coding add-in 127 | _ReSharper*/ 128 | *.[Rr]e[Ss]harper 129 | *.DotSettings.user 130 | 131 | # TeamCity is a build add-in 132 | _TeamCity* 133 | 134 | # DotCover is a Code Coverage Tool 135 | *.dotCover 136 | 137 | # AxoCover is a Code Coverage Tool 138 | .axoCover/* 139 | !.axoCover/settings.json 140 | 141 | # Visual Studio code coverage results 142 | *.coverage 143 | *.coveragexml 144 | 145 | # NCrunch 146 | _NCrunch_* 147 | .*crunch*.local.xml 148 | nCrunchTemp_* 149 | 150 | # MightyMoose 151 | *.mm.* 152 | AutoTest.Net/ 153 | 154 | # Web workbench (sass) 155 | .sass-cache/ 156 | 157 | # Installshield output folder 158 | [Ee]xpress/ 159 | 160 | # DocProject is a documentation generator add-in 161 | DocProject/buildhelp/ 162 | DocProject/Help/*.HxT 163 | DocProject/Help/*.HxC 164 | DocProject/Help/*.hhc 165 | DocProject/Help/*.hhk 166 | DocProject/Help/*.hhp 167 | DocProject/Help/Html2 168 | DocProject/Help/html 169 | 170 | # Click-Once directory 171 | publish/ 172 | 173 | # Publish Web Output 174 | *.[Pp]ublish.xml 175 | *.azurePubxml 176 | # Note: Comment the next line if you want to checkin your web deploy settings, 177 | # but database connection strings (with potential passwords) will be unencrypted 178 | *.pubxml 179 | *.publishproj 180 | 181 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 182 | # checkin your Azure Web App publish settings, but sensitive information contained 183 | # in these scripts will be unencrypted 184 | PublishScripts/ 185 | 186 | # NuGet Packages 187 | *.nupkg 188 | # NuGet Symbol Packages 189 | *.snupkg 190 | # The packages folder can be ignored because of Package Restore 191 | **/[Pp]ackages/* 192 | # except build/, which is used as an MSBuild target. 193 | !**/[Pp]ackages/build/ 194 | # Uncomment if necessary however generally it will be regenerated when needed 195 | #!**/[Pp]ackages/repositories.config 196 | # NuGet v3's project.json files produces more ignorable files 197 | *.nuget.props 198 | *.nuget.targets 199 | 200 | # Microsoft Azure Build Output 201 | csx/ 202 | *.build.csdef 203 | 204 | # Microsoft Azure Emulator 205 | ecf/ 206 | rcf/ 207 | 208 | # Windows Store app package directories and files 209 | AppPackages/ 210 | BundleArtifacts/ 211 | Package.StoreAssociation.xml 212 | _pkginfo.txt 213 | *.appx 214 | *.appxbundle 215 | *.appxupload 216 | 217 | # Visual Studio cache files 218 | # files ending in .cache can be ignored 219 | *.[Cc]ache 220 | # but keep track of directories ending in .cache 221 | !?*.[Cc]ache/ 222 | 223 | # Others 224 | ClientBin/ 225 | ~$* 226 | *~ 227 | *.dbmdl 228 | *.dbproj.schemaview 229 | *.jfm 230 | *.pfx 231 | *.publishsettings 232 | orleans.codegen.cs 233 | 234 | # Including strong name files can present a security risk 235 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 236 | #*.snk 237 | 238 | # Since there are multiple workflows, uncomment next line to ignore bower_components 239 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 240 | #bower_components/ 241 | 242 | # RIA/Silverlight projects 243 | Generated_Code/ 244 | 245 | # Backup & report files from converting an old project file 246 | # to a newer Visual Studio version. Backup files are not needed, 247 | # because we have git ;-) 248 | _UpgradeReport_Files/ 249 | Backup*/ 250 | UpgradeLog*.XML 251 | UpgradeLog*.htm 252 | ServiceFabricBackup/ 253 | *.rptproj.bak 254 | 255 | # SQL Server files 256 | *.mdf 257 | *.ldf 258 | *.ndf 259 | 260 | # Business Intelligence projects 261 | *.rdl.data 262 | *.bim.layout 263 | *.bim_*.settings 264 | *.rptproj.rsuser 265 | *- [Bb]ackup.rdl 266 | *- [Bb]ackup ([0-9]).rdl 267 | *- [Bb]ackup ([0-9][0-9]).rdl 268 | 269 | # Microsoft Fakes 270 | FakesAssemblies/ 271 | 272 | # GhostDoc plugin setting file 273 | *.GhostDoc.xml 274 | 275 | # Node.js Tools for Visual Studio 276 | .ntvs_analysis.dat 277 | node_modules/ 278 | 279 | # Visual Studio 6 build log 280 | *.plg 281 | 282 | # Visual Studio 6 workspace options file 283 | *.opt 284 | 285 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 286 | *.vbw 287 | 288 | # Visual Studio LightSwitch build output 289 | **/*.HTMLClient/GeneratedArtifacts 290 | **/*.DesktopClient/GeneratedArtifacts 291 | **/*.DesktopClient/ModelManifest.xml 292 | **/*.Server/GeneratedArtifacts 293 | **/*.Server/ModelManifest.xml 294 | _Pvt_Extensions 295 | 296 | # Paket dependency manager 297 | .paket/paket.exe 298 | paket-files/ 299 | 300 | # FAKE - F# Make 301 | .fake/ 302 | 303 | # CodeRush personal settings 304 | .cr/personal 305 | 306 | # Python Tools for Visual Studio (PTVS) 307 | __pycache__/ 308 | *.pyc 309 | 310 | # Cake - Uncomment if you are using it 311 | # tools/** 312 | # !tools/packages.config 313 | 314 | # Tabs Studio 315 | *.tss 316 | 317 | # Telerik's JustMock configuration file 318 | *.jmconfig 319 | 320 | # BizTalk build output 321 | *.btp.cs 322 | *.btm.cs 323 | *.odx.cs 324 | *.xsd.cs 325 | 326 | # OpenCover UI analysis results 327 | OpenCover/ 328 | 329 | # Azure Stream Analytics local run output 330 | ASALocalRun/ 331 | 332 | # MSBuild Binary and Structured Log 333 | *.binlog 334 | 335 | # NVidia Nsight GPU debugger configuration file 336 | *.nvuser 337 | 338 | # MFractors (Xamarin productivity tool) working folder 339 | .mfractor/ 340 | 341 | # Local History for Visual Studio 342 | .localhistory/ 343 | 344 | # BeatPulse healthcheck temp database 345 | healthchecksdb 346 | 347 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 348 | MigrationBackup/ 349 | 350 | # Ionide (cross platform F# VS Code tools) working folder 351 | .ionide/ 352 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/heinermann/ValheimExportHelper/c32ce9d8b2cff8e964644d35359cee94e9eac328/.gitmodules -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | ## V2.0.0 2 | * Made into a standalone application for AssetRipper 3.2.0. 3 | * Fix version capture for Valheim 0.217.5. 4 | 5 | ## V1.5.0 6 | * Fixed issues with corrupted WAVs. 7 | * Fixed several issues with Valheim patch 0.214.2. It is still worse than previous versions, but loadable. 8 | 9 | ## V1.4.0 10 | * Updated to work with AssetRipper 0.3.0.0 11 | * Updated to use .NET 7 12 | * Fixed an issue with Valheim 0.212.9 13 | 14 | ## V1.3.0 15 | * Updated to work with AssetRipper 0.2.4.2 16 | * Various fixes for Valheim 0.211.8 (PlayFab) 17 | 18 | ## V1.2.0 19 | * Updated to work with AssetRipper 0.2.3.0 20 | * Fixed various shader errors and issues. Unity will no longer corrupt them. 21 | * Fixed a bug that prevented usage of "Dll Export Without Renaming". 22 | * Turn off motion blur by default, so you can see the scenes properly. 23 | * Rename the project directory from ExportedProject to "Valheim \ - YYYY-MM-DD" 24 | * Cut down on Unity project dependencies slightly. 25 | 26 | ## V1.1.0 27 | * Updated to work with AssetRipper 0.2.2.0 28 | * Includes AssetBundling scripts 29 | * Includes HLSL open source shaders 30 | * Includes a blank scene for easier prefab viewing 31 | * Include AssetBundleBrowser directly in the package list 32 | * Fix for the Valheim cursor texture 33 | * Fix for corrupted wav file (`Water_BoilLoop.wav`) 34 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. By contrast, 15 | the GNU General Public License is intended to guarantee your freedom to 16 | share and change all versions of a program--to make sure it remains free 17 | software for all its users. We, the Free Software Foundation, use the 18 | GNU General Public License for most of our software; it applies also to 19 | any other work released this way by its authors. You can apply it to 20 | your programs, too. 21 | 22 | When we speak of free software, we are referring to freedom, not 23 | price. Our General Public Licenses are designed to make sure that you 24 | have the freedom to distribute copies of free software (and charge for 25 | them if you wish), that you receive source code or can get it if you 26 | want it, that you can change the software or use pieces of it in new 27 | free programs, and that you know you can do these things. 28 | 29 | To protect your rights, we need to prevent others from denying you 30 | these rights or asking you to surrender the rights. Therefore, you have 31 | certain responsibilities if you distribute copies of the software, or if 32 | you modify it: responsibilities to respect the freedom of others. 33 | 34 | For example, if you distribute copies of such a program, whether 35 | gratis or for a fee, you must pass on to the recipients the same 36 | freedoms that you received. You must make sure that they, too, receive 37 | or can get the source code. And you must show them these terms so they 38 | know their rights. 39 | 40 | Developers that use the GNU GPL protect your rights with two steps: 41 | (1) assert copyright on the software, and (2) offer you this License 42 | giving you legal permission to copy, distribute and/or modify it. 43 | 44 | For the developers' and authors' protection, the GPL clearly explains 45 | that there is no warranty for this free software. For both users' and 46 | authors' sake, the GPL requires that modified versions be marked as 47 | changed, so that their problems will not be attributed erroneously to 48 | authors of previous versions. 49 | 50 | Some devices are designed to deny users access to install or run 51 | modified versions of the software inside them, although the manufacturer 52 | can do so. This is fundamentally incompatible with the aim of 53 | protecting users' freedom to change the software. The systematic 54 | pattern of such abuse occurs in the area of products for individuals to 55 | use, which is precisely where it is most unacceptable. Therefore, we 56 | have designed this version of the GPL to prohibit the practice for those 57 | products. If such problems arise substantially in other domains, we 58 | stand ready to extend this provision to those domains in future versions 59 | of the GPL, as needed to protect the freedom of users. 60 | 61 | Finally, every program is threatened constantly by software patents. 62 | States should not allow patents to restrict development and use of 63 | software on general-purpose computers, but in those that do, we wish to 64 | avoid the special danger that patents applied to a free program could 65 | make it effectively proprietary. To prevent this, the GPL assures that 66 | patents cannot be used to render the program non-free. 67 | 68 | The precise terms and conditions for copying, distribution and 69 | modification follow. 70 | 71 | TERMS AND CONDITIONS 72 | 73 | 0. Definitions. 74 | 75 | "This License" refers to version 3 of the GNU General Public License. 76 | 77 | "Copyright" also means copyright-like laws that apply to other kinds of 78 | works, such as semiconductor masks. 79 | 80 | "The Program" refers to any copyrightable work licensed under this 81 | License. Each licensee is addressed as "you". "Licensees" and 82 | "recipients" may be individuals or organizations. 83 | 84 | To "modify" a work means to copy from or adapt all or part of the work 85 | in a fashion requiring copyright permission, other than the making of an 86 | exact copy. The resulting work is called a "modified version" of the 87 | earlier work or a work "based on" the earlier work. 88 | 89 | A "covered work" means either the unmodified Program or a work based 90 | on the Program. 91 | 92 | To "propagate" a work means to do anything with it that, without 93 | permission, would make you directly or secondarily liable for 94 | infringement under applicable copyright law, except executing it on a 95 | computer or modifying a private copy. Propagation includes copying, 96 | distribution (with or without modification), making available to the 97 | public, and in some countries other activities as well. 98 | 99 | To "convey" a work means any kind of propagation that enables other 100 | parties to make or receive copies. Mere interaction with a user through 101 | a computer network, with no transfer of a copy, is not conveying. 102 | 103 | An interactive user interface displays "Appropriate Legal Notices" 104 | to the extent that it includes a convenient and prominently visible 105 | feature that (1) displays an appropriate copyright notice, and (2) 106 | tells the user that there is no warranty for the work (except to the 107 | extent that warranties are provided), that licensees may convey the 108 | work under this License, and how to view a copy of this License. If 109 | the interface presents a list of user commands or options, such as a 110 | menu, a prominent item in the list meets this criterion. 111 | 112 | 1. Source Code. 113 | 114 | The "source code" for a work means the preferred form of the work 115 | for making modifications to it. "Object code" means any non-source 116 | form of a work. 117 | 118 | A "Standard Interface" means an interface that either is an official 119 | standard defined by a recognized standards body, or, in the case of 120 | interfaces specified for a particular programming language, one that 121 | is widely used among developers working in that language. 122 | 123 | The "System Libraries" of an executable work include anything, other 124 | than the work as a whole, that (a) is included in the normal form of 125 | packaging a Major Component, but which is not part of that Major 126 | Component, and (b) serves only to enable use of the work with that 127 | Major Component, or to implement a Standard Interface for which an 128 | implementation is available to the public in source code form. A 129 | "Major Component", in this context, means a major essential component 130 | (kernel, window system, and so on) of the specific operating system 131 | (if any) on which the executable work runs, or a compiler used to 132 | produce the work, or an object code interpreter used to run it. 133 | 134 | The "Corresponding Source" for a work in object code form means all 135 | the source code needed to generate, install, and (for an executable 136 | work) run the object code and to modify the work, including scripts to 137 | control those activities. However, it does not include the work's 138 | System Libraries, or general-purpose tools or generally available free 139 | programs which are used unmodified in performing those activities but 140 | which are not part of the work. For example, Corresponding Source 141 | includes interface definition files associated with source files for 142 | the work, and the source code for shared libraries and dynamically 143 | linked subprograms that the work is specifically designed to require, 144 | such as by intimate data communication or control flow between those 145 | subprograms and other parts of the work. 146 | 147 | The Corresponding Source need not include anything that users 148 | can regenerate automatically from other parts of the Corresponding 149 | Source. 150 | 151 | The Corresponding Source for a work in source code form is that 152 | same work. 153 | 154 | 2. Basic Permissions. 155 | 156 | All rights granted under this License are granted for the term of 157 | copyright on the Program, and are irrevocable provided the stated 158 | conditions are met. This License explicitly affirms your unlimited 159 | permission to run the unmodified Program. The output from running a 160 | covered work is covered by this License only if the output, given its 161 | content, constitutes a covered work. This License acknowledges your 162 | rights of fair use or other equivalent, as provided by copyright law. 163 | 164 | You may make, run and propagate covered works that you do not 165 | convey, without conditions so long as your license otherwise remains 166 | in force. You may convey covered works to others for the sole purpose 167 | of having them make modifications exclusively for you, or provide you 168 | with facilities for running those works, provided that you comply with 169 | the terms of this License in conveying all material for which you do 170 | not control copyright. Those thus making or running the covered works 171 | for you must do so exclusively on your behalf, under your direction 172 | and control, on terms that prohibit them from making any copies of 173 | your copyrighted material outside their relationship with you. 174 | 175 | Conveying under any other circumstances is permitted solely under 176 | the conditions stated below. Sublicensing is not allowed; section 10 177 | makes it unnecessary. 178 | 179 | 3. Protecting Users' Legal Rights From Anti-Circumvention Law. 180 | 181 | No covered work shall be deemed part of an effective technological 182 | measure under any applicable law fulfilling obligations under article 183 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or 184 | similar laws prohibiting or restricting circumvention of such 185 | measures. 186 | 187 | When you convey a covered work, you waive any legal power to forbid 188 | circumvention of technological measures to the extent such circumvention 189 | is effected by exercising rights under this License with respect to 190 | the covered work, and you disclaim any intention to limit operation or 191 | modification of the work as a means of enforcing, against the work's 192 | users, your or third parties' legal rights to forbid circumvention of 193 | technological measures. 194 | 195 | 4. Conveying Verbatim Copies. 196 | 197 | You may convey verbatim copies of the Program's source code as you 198 | receive it, in any medium, provided that you conspicuously and 199 | appropriately publish on each copy an appropriate copyright notice; 200 | keep intact all notices stating that this License and any 201 | non-permissive terms added in accord with section 7 apply to the code; 202 | keep intact all notices of the absence of any warranty; and give all 203 | recipients a copy of this License along with the Program. 204 | 205 | You may charge any price or no price for each copy that you convey, 206 | and you may offer support or warranty protection for a fee. 207 | 208 | 5. Conveying Modified Source Versions. 209 | 210 | You may convey a work based on the Program, or the modifications to 211 | produce it from the Program, in the form of source code under the 212 | terms of section 4, provided that you also meet all of these conditions: 213 | 214 | a) The work must carry prominent notices stating that you modified 215 | it, and giving a relevant date. 216 | 217 | b) The work must carry prominent notices stating that it is 218 | released under this License and any conditions added under section 219 | 7. This requirement modifies the requirement in section 4 to 220 | "keep intact all notices". 221 | 222 | c) You must license the entire work, as a whole, under this 223 | License to anyone who comes into possession of a copy. This 224 | License will therefore apply, along with any applicable section 7 225 | additional terms, to the whole of the work, and all its parts, 226 | regardless of how they are packaged. This License gives no 227 | permission to license the work in any other way, but it does not 228 | invalidate such permission if you have separately received it. 229 | 230 | d) If the work has interactive user interfaces, each must display 231 | Appropriate Legal Notices; however, if the Program has interactive 232 | interfaces that do not display Appropriate Legal Notices, your 233 | work need not make them do so. 234 | 235 | A compilation of a covered work with other separate and independent 236 | works, which are not by their nature extensions of the covered work, 237 | and which are not combined with it such as to form a larger program, 238 | in or on a volume of a storage or distribution medium, is called an 239 | "aggregate" if the compilation and its resulting copyright are not 240 | used to limit the access or legal rights of the compilation's users 241 | beyond what the individual works permit. Inclusion of a covered work 242 | in an aggregate does not cause this License to apply to the other 243 | parts of the aggregate. 244 | 245 | 6. Conveying Non-Source Forms. 246 | 247 | You may convey a covered work in object code form under the terms 248 | of sections 4 and 5, provided that you also convey the 249 | machine-readable Corresponding Source under the terms of this License, 250 | in one of these ways: 251 | 252 | a) Convey the object code in, or embodied in, a physical product 253 | (including a physical distribution medium), accompanied by the 254 | Corresponding Source fixed on a durable physical medium 255 | customarily used for software interchange. 256 | 257 | b) Convey the object code in, or embodied in, a physical product 258 | (including a physical distribution medium), accompanied by a 259 | written offer, valid for at least three years and valid for as 260 | long as you offer spare parts or customer support for that product 261 | model, to give anyone who possesses the object code either (1) a 262 | copy of the Corresponding Source for all the software in the 263 | product that is covered by this License, on a durable physical 264 | medium customarily used for software interchange, for a price no 265 | more than your reasonable cost of physically performing this 266 | conveying of source, or (2) access to copy the 267 | Corresponding Source from a network server at no charge. 268 | 269 | c) Convey individual copies of the object code with a copy of the 270 | written offer to provide the Corresponding Source. This 271 | alternative is allowed only occasionally and noncommercially, and 272 | only if you received the object code with such an offer, in accord 273 | with subsection 6b. 274 | 275 | d) Convey the object code by offering access from a designated 276 | place (gratis or for a charge), and offer equivalent access to the 277 | Corresponding Source in the same way through the same place at no 278 | further charge. You need not require recipients to copy the 279 | Corresponding Source along with the object code. If the place to 280 | copy the object code is a network server, the Corresponding Source 281 | may be on a different server (operated by you or a third party) 282 | that supports equivalent copying facilities, provided you maintain 283 | clear directions next to the object code saying where to find the 284 | Corresponding Source. Regardless of what server hosts the 285 | Corresponding Source, you remain obligated to ensure that it is 286 | available for as long as needed to satisfy these requirements. 287 | 288 | e) Convey the object code using peer-to-peer transmission, provided 289 | you inform other peers where the object code and Corresponding 290 | Source of the work are being offered to the general public at no 291 | charge under subsection 6d. 292 | 293 | A separable portion of the object code, whose source code is excluded 294 | from the Corresponding Source as a System Library, need not be 295 | included in conveying the object code work. 296 | 297 | A "User Product" is either (1) a "consumer product", which means any 298 | tangible personal property which is normally used for personal, family, 299 | or household purposes, or (2) anything designed or sold for incorporation 300 | into a dwelling. In determining whether a product is a consumer product, 301 | doubtful cases shall be resolved in favor of coverage. For a particular 302 | product received by a particular user, "normally used" refers to a 303 | typical or common use of that class of product, regardless of the status 304 | of the particular user or of the way in which the particular user 305 | actually uses, or expects or is expected to use, the product. A product 306 | is a consumer product regardless of whether the product has substantial 307 | commercial, industrial or non-consumer uses, unless such uses represent 308 | the only significant mode of use of the product. 309 | 310 | "Installation Information" for a User Product means any methods, 311 | procedures, authorization keys, or other information required to install 312 | and execute modified versions of a covered work in that User Product from 313 | a modified version of its Corresponding Source. The information must 314 | suffice to ensure that the continued functioning of the modified object 315 | code is in no case prevented or interfered with solely because 316 | modification has been made. 317 | 318 | If you convey an object code work under this section in, or with, or 319 | specifically for use in, a User Product, and the conveying occurs as 320 | part of a transaction in which the right of possession and use of the 321 | User Product is transferred to the recipient in perpetuity or for a 322 | fixed term (regardless of how the transaction is characterized), the 323 | Corresponding Source conveyed under this section must be accompanied 324 | by the Installation Information. But this requirement does not apply 325 | if neither you nor any third party retains the ability to install 326 | modified object code on the User Product (for example, the work has 327 | been installed in ROM). 328 | 329 | The requirement to provide Installation Information does not include a 330 | requirement to continue to provide support service, warranty, or updates 331 | for a work that has been modified or installed by the recipient, or for 332 | the User Product in which it has been modified or installed. Access to a 333 | network may be denied when the modification itself materially and 334 | adversely affects the operation of the network or violates the rules and 335 | protocols for communication across the network. 336 | 337 | Corresponding Source conveyed, and Installation Information provided, 338 | in accord with this section must be in a format that is publicly 339 | documented (and with an implementation available to the public in 340 | source code form), and must require no special password or key for 341 | unpacking, reading or copying. 342 | 343 | 7. Additional Terms. 344 | 345 | "Additional permissions" are terms that supplement the terms of this 346 | License by making exceptions from one or more of its conditions. 347 | Additional permissions that are applicable to the entire Program shall 348 | be treated as though they were included in this License, to the extent 349 | that they are valid under applicable law. If additional permissions 350 | apply only to part of the Program, that part may be used separately 351 | under those permissions, but the entire Program remains governed by 352 | this License without regard to the additional permissions. 353 | 354 | When you convey a copy of a covered work, you may at your option 355 | remove any additional permissions from that copy, or from any part of 356 | it. (Additional permissions may be written to require their own 357 | removal in certain cases when you modify the work.) You may place 358 | additional permissions on material, added by you to a covered work, 359 | for which you have or can give appropriate copyright permission. 360 | 361 | Notwithstanding any other provision of this License, for material you 362 | add to a covered work, you may (if authorized by the copyright holders of 363 | that material) supplement the terms of this License with terms: 364 | 365 | a) Disclaiming warranty or limiting liability differently from the 366 | terms of sections 15 and 16 of this License; or 367 | 368 | b) Requiring preservation of specified reasonable legal notices or 369 | author attributions in that material or in the Appropriate Legal 370 | Notices displayed by works containing it; or 371 | 372 | c) Prohibiting misrepresentation of the origin of that material, or 373 | requiring that modified versions of such material be marked in 374 | reasonable ways as different from the original version; or 375 | 376 | d) Limiting the use for publicity purposes of names of licensors or 377 | authors of the material; or 378 | 379 | e) Declining to grant rights under trademark law for use of some 380 | trade names, trademarks, or service marks; or 381 | 382 | f) Requiring indemnification of licensors and authors of that 383 | material by anyone who conveys the material (or modified versions of 384 | it) with contractual assumptions of liability to the recipient, for 385 | any liability that these contractual assumptions directly impose on 386 | those licensors and authors. 387 | 388 | All other non-permissive additional terms are considered "further 389 | restrictions" within the meaning of section 10. If the Program as you 390 | received it, or any part of it, contains a notice stating that it is 391 | governed by this License along with a term that is a further 392 | restriction, you may remove that term. If a license document contains 393 | a further restriction but permits relicensing or conveying under this 394 | License, you may add to a covered work material governed by the terms 395 | of that license document, provided that the further restriction does 396 | not survive such relicensing or conveying. 397 | 398 | If you add terms to a covered work in accord with this section, you 399 | must place, in the relevant source files, a statement of the 400 | additional terms that apply to those files, or a notice indicating 401 | where to find the applicable terms. 402 | 403 | Additional terms, permissive or non-permissive, may be stated in the 404 | form of a separately written license, or stated as exceptions; 405 | the above requirements apply either way. 406 | 407 | 8. Termination. 408 | 409 | You may not propagate or modify a covered work except as expressly 410 | provided under this License. Any attempt otherwise to propagate or 411 | modify it is void, and will automatically terminate your rights under 412 | this License (including any patent licenses granted under the third 413 | paragraph of section 11). 414 | 415 | However, if you cease all violation of this License, then your 416 | license from a particular copyright holder is reinstated (a) 417 | provisionally, unless and until the copyright holder explicitly and 418 | finally terminates your license, and (b) permanently, if the copyright 419 | holder fails to notify you of the violation by some reasonable means 420 | prior to 60 days after the cessation. 421 | 422 | Moreover, your license from a particular copyright holder is 423 | reinstated permanently if the copyright holder notifies you of the 424 | violation by some reasonable means, this is the first time you have 425 | received notice of violation of this License (for any work) from that 426 | copyright holder, and you cure the violation prior to 30 days after 427 | your receipt of the notice. 428 | 429 | Termination of your rights under this section does not terminate the 430 | licenses of parties who have received copies or rights from you under 431 | this License. If your rights have been terminated and not permanently 432 | reinstated, you do not qualify to receive new licenses for the same 433 | material under section 10. 434 | 435 | 9. Acceptance Not Required for Having Copies. 436 | 437 | You are not required to accept this License in order to receive or 438 | run a copy of the Program. Ancillary propagation of a covered work 439 | occurring solely as a consequence of using peer-to-peer transmission 440 | to receive a copy likewise does not require acceptance. However, 441 | nothing other than this License grants you permission to propagate or 442 | modify any covered work. These actions infringe copyright if you do 443 | not accept this License. Therefore, by modifying or propagating a 444 | covered work, you indicate your acceptance of this License to do so. 445 | 446 | 10. Automatic Licensing of Downstream Recipients. 447 | 448 | Each time you convey a covered work, the recipient automatically 449 | receives a license from the original licensors, to run, modify and 450 | propagate that work, subject to this License. You are not responsible 451 | for enforcing compliance by third parties with this License. 452 | 453 | An "entity transaction" is a transaction transferring control of an 454 | organization, or substantially all assets of one, or subdividing an 455 | organization, or merging organizations. If propagation of a covered 456 | work results from an entity transaction, each party to that 457 | transaction who receives a copy of the work also receives whatever 458 | licenses to the work the party's predecessor in interest had or could 459 | give under the previous paragraph, plus a right to possession of the 460 | Corresponding Source of the work from the predecessor in interest, if 461 | the predecessor has it or can get it with reasonable efforts. 462 | 463 | You may not impose any further restrictions on the exercise of the 464 | rights granted or affirmed under this License. For example, you may 465 | not impose a license fee, royalty, or other charge for exercise of 466 | rights granted under this License, and you may not initiate litigation 467 | (including a cross-claim or counterclaim in a lawsuit) alleging that 468 | any patent claim is infringed by making, using, selling, offering for 469 | sale, or importing the Program or any portion of it. 470 | 471 | 11. Patents. 472 | 473 | A "contributor" is a copyright holder who authorizes use under this 474 | License of the Program or a work on which the Program is based. The 475 | work thus licensed is called the contributor's "contributor version". 476 | 477 | A contributor's "essential patent claims" are all patent claims 478 | owned or controlled by the contributor, whether already acquired or 479 | hereafter acquired, that would be infringed by some manner, permitted 480 | by this License, of making, using, or selling its contributor version, 481 | but do not include claims that would be infringed only as a 482 | consequence of further modification of the contributor version. For 483 | purposes of this definition, "control" includes the right to grant 484 | patent sublicenses in a manner consistent with the requirements of 485 | this License. 486 | 487 | Each contributor grants you a non-exclusive, worldwide, royalty-free 488 | patent license under the contributor's essential patent claims, to 489 | make, use, sell, offer for sale, import and otherwise run, modify and 490 | propagate the contents of its contributor version. 491 | 492 | In the following three paragraphs, a "patent license" is any express 493 | agreement or commitment, however denominated, not to enforce a patent 494 | (such as an express permission to practice a patent or covenant not to 495 | sue for patent infringement). To "grant" such a patent license to a 496 | party means to make such an agreement or commitment not to enforce a 497 | patent against the party. 498 | 499 | If you convey a covered work, knowingly relying on a patent license, 500 | and the Corresponding Source of the work is not available for anyone 501 | to copy, free of charge and under the terms of this License, through a 502 | publicly available network server or other readily accessible means, 503 | then you must either (1) cause the Corresponding Source to be so 504 | available, or (2) arrange to deprive yourself of the benefit of the 505 | patent license for this particular work, or (3) arrange, in a manner 506 | consistent with the requirements of this License, to extend the patent 507 | license to downstream recipients. "Knowingly relying" means you have 508 | actual knowledge that, but for the patent license, your conveying the 509 | covered work in a country, or your recipient's use of the covered work 510 | in a country, would infringe one or more identifiable patents in that 511 | country that you have reason to believe are valid. 512 | 513 | If, pursuant to or in connection with a single transaction or 514 | arrangement, you convey, or propagate by procuring conveyance of, a 515 | covered work, and grant a patent license to some of the parties 516 | receiving the covered work authorizing them to use, propagate, modify 517 | or convey a specific copy of the covered work, then the patent license 518 | you grant is automatically extended to all recipients of the covered 519 | work and works based on it. 520 | 521 | A patent license is "discriminatory" if it does not include within 522 | the scope of its coverage, prohibits the exercise of, or is 523 | conditioned on the non-exercise of one or more of the rights that are 524 | specifically granted under this License. You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ValheimExportHelper 2 | AssetRipper plugin to make it easy to export Valheim to a Unity project. 3 | 4 | 5 | ## Usage 6 | 1. Download ValheimExportHelper and one of the supported AssetRipper releases. 7 | 2. Extract all contents to your `AssetRipper` directory (where `AssetRipper.exe` is located). 8 | 3. Launch `ValheimExportHelper.exe` and proceed to load and extract Valheim as normal. 9 | 10 | The following options are recommended: 11 | - [x] **Skip StreamingAssets Folder** 12 | - [x] **Ignore Engine Assets** 13 | - **Shader Export Format:** Yaml Asset 14 | 15 | Make any other changes at your own risk, the only other supported option is changing **Script Export Format** from *Decompiled* to *Dll Export Without Renaming*. 16 | 17 | 18 | ## Developing 19 | Should be able to compile out of the box without any extra steps. 20 | -------------------------------------------------------------------------------- /ValheimExportHelper.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.2.32630.192 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ValheimExportHelper", "ValheimExportHelper\ValheimExportHelper.csproj", "{B007D18E-3042-4E49-90EE-3E822FC319A8}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {B007D18E-3042-4E49-90EE-3E822FC319A8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {B007D18E-3042-4E49-90EE-3E822FC319A8}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {B007D18E-3042-4E49-90EE-3E822FC319A8}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {B007D18E-3042-4E49-90EE-3E822FC319A8}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {69D63C5B-A0B6-441C-AF65-D15194734B76} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /ValheimExportHelper/AddEditorAssets.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class AddEditorAssets : PostExporterEx 4 | { 5 | private string EditorScriptsDir { get; set; } 6 | 7 | public override void Export() 8 | { 9 | LogInfo("Adding editor-only assets"); 10 | 11 | CreateScriptsDir(); 12 | AddEditorScripts(); 13 | AddBlankScene(); 14 | AddShaderNotes(); 15 | } 16 | 17 | private void CreateScriptsDir() 18 | { 19 | EditorScriptsDir = Path.Join(AssetsPath, "Editor", "ValheimExportHelper"); 20 | Directory.CreateDirectory(EditorScriptsDir); 21 | } 22 | 23 | private void AddEditorScripts() 24 | { 25 | File.WriteAllText(Path.Join(EditorScriptsDir, "WorldGeneratorFix.cs"), Resource.WorldGeneratorFix); 26 | File.WriteAllText(Path.Join(EditorScriptsDir, "CreateAssetBundles.cs"), Resource.AssetBundler); 27 | } 28 | 29 | private void AddBlankScene() 30 | { 31 | LogInfo("Creating blank scene"); 32 | File.WriteAllBytes(Path.Join(AssetsPath, "Scenes", "BlankScene.unity"), Resource.Blank); 33 | } 34 | 35 | private void AddShaderNotes() 36 | { 37 | File.WriteAllBytes(Path.Join(AssetsPath, "Shader", "README.md"), Resource.ShadersReadme); 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /ValheimExportHelper/AddPostProcessingPackage.cs: -------------------------------------------------------------------------------- 1 | using System.IO.Compression; 2 | 3 | namespace ValheimExportHelper 4 | { 5 | class AddPostProcessingPackage : PostExporterEx 6 | { 7 | public override void Export() 8 | { 9 | LogInfo("Adding a deprecated version of PostProcessing"); 10 | 11 | using (var zip = new ZipArchive(new MemoryStream(Resource.PostProcessing))) 12 | { 13 | zip.ExtractToDirectory(AssetsPath); 14 | } 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ValheimExportHelper/FixCodeFiles.cs: -------------------------------------------------------------------------------- 1 | using System.Text.RegularExpressions; 2 | 3 | namespace ValheimExportHelper 4 | { 5 | class FixCodeFiles : PostExporterEx 6 | { 7 | private static readonly string[] ScriptDirs = new[] { "MonoScript", "Scripts" }; 8 | 9 | public override void Export() 10 | { 11 | LogInfo("Fixing MonoScript/.cs source files (if any)"); 12 | 13 | foreach (var dir in ScriptDirs) 14 | { 15 | string scriptDir = Path.Join(AssetsPath, dir); 16 | 17 | DeleteStandardLibraries(scriptDir); 18 | WholeCodebaseFixes(scriptDir); 19 | OneOffCodeFixes(scriptDir); 20 | } 21 | 22 | DeleteStandardLibraries(Path.Join(AssetsPath, "Plugins")); 23 | } 24 | 25 | private readonly string[] LibsToDelete = 26 | { 27 | "Microsoft.CSharp", "Mono.Posix", "XGamingRuntime" 28 | }; 29 | private void DeleteStandardLibraries(string scriptsDir) 30 | { 31 | LogInfo("Deleting standard libraries"); 32 | 33 | foreach (var lib in LibsToDelete) 34 | { 35 | TryDelete(Path.Join(scriptsDir, lib)); 36 | TryDelete(Path.Join(scriptsDir, $"{lib}.dll")); 37 | } 38 | } 39 | 40 | private string FixStructLayout(string file) 41 | { 42 | file = file.Replace("StructLayout(0", "StructLayout(LayoutKind.Sequential"); 43 | file = file.Replace("StructLayout(2", "StructLayout(LayoutKind.Explicit"); 44 | return file; 45 | } 46 | 47 | /** 48 | * 1. ^(\s.*\bevent [\w<>., ]+? \w+)\r?\n Event definition 49 | * 2. (\s+)\{\r?\n First open brace + spacing capture 50 | * 3. (\2\s+)\[CompilerGenerated\]\r?\n First CompilerGenerated tag + spacing capture 51 | * 4. \3add\r?\n "add" declaration 52 | * 5. \3\{[\w\W]+?\r?\n\3\}\r?\n "add" block capture 53 | * 6. \3\[CompilerGenerated\]\r?\n Second CompilerGenerated tag 54 | * 7. \3remove\r?\n "remove" declaration 55 | * 8. \3\{[\w\W]+?\r?\n\3\}\r?\n "remove" block capture 56 | * 9. \2} Closing first brace. 57 | */ 58 | const string EventRegex = @"^(\s.*\bevent [\w<>., ]+? \w+)\r?\n(\s+)\{\r?\n(\2\s+)\[CompilerGenerated\]\r?\n\3add\r?\n\3\{[\w\W]+?\r?\n\3\}\r?\n\3\[CompilerGenerated\]\r?\n\3remove\r?\n\3\{[\w\W]+?\r?\n\3\}\r?\n\2\}"; 59 | private string FixEvents(string file) 60 | { 61 | return Regex.Replace(file, EventRegex, @"$1;", RegexOptions.Multiline); 62 | } 63 | 64 | const string UncheckedRegex = @"(public override int GetHashCode\(\)\r?\n\s+\{\r?\n\s+return) \((?!int\b)"; 65 | private string FixUncheckedHashCode(string file) 66 | { 67 | return Regex.Replace(file, UncheckedRegex, @"$1 unchecked (", RegexOptions.Multiline); 68 | } 69 | 70 | const string AmbiguousDebugRegex = @"([^.\w])(Debug.Log(Warning|Error)?\()"; 71 | private string FixAmbiguousDebugCalls(string file) 72 | { 73 | return Regex.Replace(file, AmbiguousDebugRegex, @"$1UnityEngine.$2", RegexOptions.Multiline); 74 | } 75 | 76 | const string SpecialNameFnRegex = @"^(\s*)\[SpecialName\]\r?\n\1Transform .*?\r?\n\1\{[\w\W]+?\r?\n\1\}\r?\n"; 77 | private string FixSpecialNameFn(string file) 78 | { 79 | return Regex.Replace(file, SpecialNameFnRegex, "", RegexOptions.Multiline); 80 | } 81 | 82 | const string BadCtorRegex = @"^\s+base\._[0-9A-F]{4}ctor\(.*$"; 83 | private string FixBadCtor(string file) 84 | { 85 | return Regex.Replace(file, BadCtorRegex, "", RegexOptions.Multiline); 86 | } 87 | 88 | const string ReadOnlyAttrRegex = @"\[IsReadOnly\]"; 89 | private string FixReadOnlyAttr(string file) 90 | { 91 | return Regex.Replace(file, ReadOnlyAttrRegex, "", RegexOptions.Multiline); 92 | } 93 | 94 | const string SwitchCaseLongRegex = @"(case \d+)L:"; 95 | private string FixSwitchCaseLong(string file) 96 | { 97 | return Regex.Replace(file, SwitchCaseLongRegex, @"$1:", RegexOptions.Multiline); 98 | } 99 | 100 | private void FixupFile(string filename) 101 | { 102 | string file = File.ReadAllText(filename); 103 | file = FixStructLayout(file); 104 | file = FixEvents(file); 105 | file = FixUncheckedHashCode(file); 106 | file = FixAmbiguousDebugCalls(file); 107 | file = FixSpecialNameFn(file); 108 | file = FixBadCtor(file); 109 | file = FixReadOnlyAttr(file); 110 | file = FixSwitchCaseLong(file); 111 | File.WriteAllText(filename, file); 112 | } 113 | 114 | 115 | private void WholeCodebaseFixes(string scriptsDir) 116 | { 117 | if (!Directory.Exists(scriptsDir)) return; 118 | 119 | var codeFiles = Directory.EnumerateFiles(scriptsDir, "*.cs", SearchOption.AllDirectories); 120 | foreach (var file in codeFiles) 121 | { 122 | FixupFile(file); 123 | } 124 | } 125 | 126 | private void FixUtils(string scriptsDir) 127 | { 128 | string filename = Path.Join(scriptsDir, "assembly_utils", "Utils.cs"); 129 | if (!File.Exists(filename)) return; 130 | 131 | string file = File.ReadAllText(filename); 132 | file = file.Replace(" CompressionLevel.Fastest", " System.IO.Compression.CompressionLevel.Fastest"); 133 | File.WriteAllText(filename, file); 134 | } 135 | 136 | private void OneOffCodeFixes(string scriptsDir) 137 | { 138 | FixUtils(scriptsDir); 139 | } 140 | } 141 | } 142 | -------------------------------------------------------------------------------- /ValheimExportHelper/FixCursor.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class FixCursor : PostExporterEx 4 | { 5 | public override void Export() 6 | { 7 | LogInfo("Fixing cursor texture type"); 8 | 9 | string cursorMetaFile = Path.Join(AssetsPath, "Texture2D", "cursor.png.meta"); 10 | 11 | FixCursorMetadata(cursorMetaFile); 12 | } 13 | 14 | private void FixCursorMetadata(string filename) 15 | { 16 | UnityYaml yaml = UnityYaml.LoadYaml(filename); 17 | yaml.Data["TextureImporter"]["textureType"] = "7"; 18 | yaml.Save(); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /ValheimExportHelper/FixPlugins.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class FixPlugins : PostExporterEx 4 | { 5 | public override void Export() 6 | { 7 | LogInfo("Adding Steam library dependencies"); 8 | 9 | WriteAppId(); 10 | CopyPlugins(); 11 | } 12 | 13 | private void WriteAppId() 14 | { 15 | string dstFilename = Path.Join(ProjectRootPath, "steam_appid.txt"); 16 | File.WriteAllText(dstFilename, "892970\n"); 17 | } 18 | 19 | private void CopyPlugins() 20 | { 21 | string pluginsPath = Path.Join(GameDataPath, "Plugins"); 22 | string dstPath = Path.Join(AssetsPath, "Plugins"); 23 | 24 | // Recreate subdirectory tree 25 | Directory.CreateDirectory(dstPath); 26 | var directories = Directory.GetDirectories(pluginsPath, "*", SearchOption.AllDirectories); 27 | foreach (string dir in directories) 28 | { 29 | string dirToCreate = dir.Replace(pluginsPath, dstPath); 30 | Directory.CreateDirectory(dirToCreate); 31 | } 32 | 33 | // Copy all files recursively 34 | var pluginFiles = Directory.EnumerateFiles(pluginsPath, "*.*", SearchOption.AllDirectories); 35 | foreach (var pluginFile in pluginFiles) 36 | { 37 | string dstFile = pluginFile.Replace(pluginsPath, dstPath); 38 | File.Copy(pluginFile, dstFile, overwrite: true); 39 | } 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /ValheimExportHelper/FixUnityProjectSettings.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class FixUnityProjectSettings : PostExporterEx 4 | { 5 | private string ProjectPackagePath { get; set; } = string.Empty; 6 | 7 | public override void Export() 8 | { 9 | LogInfo("Fixing Unity project settings"); 10 | 11 | ProjectPackagePath = Path.Join(ProjectRootPath, "Packages"); 12 | 13 | AddVulkanSupport(); 14 | DisableMotionBlur(); 15 | 16 | GeneratePackageList(); 17 | } 18 | 19 | private void GeneratePackageList() 20 | { 21 | // Generates the package list without version control or postprocessing (these need to be excluded). 22 | Directory.CreateDirectory(ProjectPackagePath); 23 | File.WriteAllBytes(Path.Join(ProjectPackagePath, "manifest.json"), Resource.manifest); 24 | } 25 | 26 | private void ApplySettingsChanges(dynamic settings) 27 | { 28 | settings["PlayerSettings"]["m_BuildTargetGraphicsAPIs"] = new[] { 29 | new { 30 | m_BuildTarget = "LinuxStandaloneSupport", 31 | m_APIs = "1100000015000000", 32 | m_Automatic = 0 33 | }, 34 | new { 35 | m_BuildTarget = "WindowsStandaloneSupport", 36 | m_APIs = "0200000015000000", 37 | m_Automatic = 0 38 | } 39 | }; 40 | } 41 | 42 | private void AddVulkanSupport() 43 | { 44 | string filename = Path.Join(ProjectSettingsPath, "ProjectSettings.asset"); 45 | UnityYaml yaml = UnityYaml.LoadYaml(filename); 46 | ApplySettingsChanges(yaml.Data); 47 | yaml.Save(); 48 | } 49 | 50 | private void DisableMotionBlur() 51 | { 52 | string filename = Path.Join(AssetsPath, "MonoBehaviour", "ingame.asset"); 53 | UnityYaml yaml = UnityYaml.LoadYaml(filename); 54 | yaml.Data["MonoBehaviour"]["motionBlur"]["m_Enabled"] = "0"; 55 | yaml.Save(); 56 | } 57 | 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /ValheimExportHelper/FixWAVs.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class FixWAVs : PostExporterEx 4 | { 5 | public override void Export() 6 | { 7 | LogInfo("Fixing corrupted WAV files"); 8 | FixAllWAVFiles(); 9 | } 10 | 11 | private void FixWAVFile(string filename) 12 | { 13 | if (File.Exists(filename)) 14 | { 15 | byte[] wavFile = File.ReadAllBytes(filename); 16 | int len = wavFile.Length; 17 | 18 | if (len < 44) return; // Assume it's unfixable 19 | uint riff_size = BitConverter.ToUInt32(wavFile, 0x04); 20 | uint data_size = BitConverter.ToUInt32(wavFile, 0x2A); 21 | 22 | if (riff_size != 0 && data_size != 0) return; // Assume it doesn't need fixing 23 | 24 | BitConverter.GetBytes(len - 0x08).CopyTo(wavFile, 0x04); 25 | BitConverter.GetBytes(len - 0x2E).CopyTo(wavFile, 0x2A); 26 | 27 | File.WriteAllBytes(filename, wavFile); 28 | LogInfo($"Fixing WAV: {filename}"); 29 | } 30 | } 31 | 32 | private void FixAllWAVFiles() 33 | { 34 | var wavFiles = Directory.EnumerateFiles(AssetsPath, "*.wav", SearchOption.AllDirectories); 35 | foreach (var file in wavFiles) 36 | { 37 | FixWAVFile(file); 38 | } 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /ValheimExportHelper/LoggingTrait.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | public abstract class LoggingTrait 4 | { 5 | public void LogInfo(string text) 6 | { 7 | Console.WriteLine($"[{GetType().FullName}] {text}"); 8 | } 9 | 10 | public void LogWarn(string text) 11 | { 12 | Console.ForegroundColor = ConsoleColor.Yellow; 13 | Console.WriteLine($"[WARN] [{GetType().FullName}] {text}"); 14 | Console.ResetColor(); 15 | } 16 | 17 | public void LogError(string text) 18 | { 19 | Console.ForegroundColor = ConsoleColor.Red; 20 | Console.WriteLine($"[ERROR] [{GetType().FullName}] {text}"); 21 | Console.ResetColor(); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /ValheimExportHelper/PostExporterEx.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * AssetRipper output log interception notes: 3 | * 4 | * For GameDataPath (source path): 5 | * General : Attempting to read files from C:\Program Files (x86)\Steam\steamapps\common\Valheim 6 | * Import : PC game structure has been found at 'C:\Program Files (x86)\Steam\steamapps\common\Valheim' 7 | * 8 | * For ExportRootPath (destination): 9 | * General : About to begin export to C:\Users\heine\Valheim_src\patch12\valheim 10 | * Export : Attempting to export assets to C:\Users\heine\Valheim_src\patch12\valheim... 11 | * 12 | * Finished export: 13 | * General : Export Complete! 14 | */ 15 | 16 | namespace ValheimExportHelper 17 | { 18 | internal abstract class PostExporterEx : LoggingTrait 19 | { 20 | protected string ProjectRootPath; 21 | protected string AssetsPath; 22 | protected string ExportRootPath; 23 | protected string GameDataPath; 24 | protected string ProjectSettingsPath; 25 | 26 | public void Init(Ripper ripper) 27 | { 28 | // ExportRootPath is the base export path, i.e. `\valheim` 29 | ExportRootPath = ripper.ExportRootPath; 30 | ProjectRootPath = Path.Join(ExportRootPath, "ExportedProject"); 31 | AssetsPath = Path.Join(ProjectRootPath, "Assets"); 32 | ProjectSettingsPath = Path.Join(ProjectRootPath, "ProjectSettings"); 33 | 34 | // GameDataPath is the `valheim_Data` directory i.e. `Steam\steamapps\common\Valheim\valheim_Data`. 35 | // It should contain a `Plugins` folder. 36 | GameDataPath = ripper.GameDataPath; 37 | } 38 | 39 | public void DoPostExport(Ripper ripper) 40 | { 41 | Init(ripper); 42 | Export(); 43 | } 44 | 45 | public abstract void Export(); 46 | 47 | public void TryDelete(string filename) 48 | { 49 | if (Directory.Exists(filename)) Directory.Delete(filename, true); 50 | else if (File.Exists(filename)) File.Delete(filename); 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /ValheimExportHelper/RenameExportDir.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection.Metadata; 2 | using System.Text.RegularExpressions; 3 | 4 | namespace ValheimExportHelper 5 | { 6 | /** 7 | * Notes: Originally supposed to create a symbolic link, but Windows does not give users symlink permissions by default (citing "security risks"). 8 | */ 9 | class RenameExportDir : PostExporterEx 10 | { 11 | public override void Export() 12 | { 13 | LogInfo("Renaming project directory"); 14 | 15 | string projectName = $"Valheim {GetVersionString()} - {DateTime.Now:yyyy-MM-dd}"; 16 | string targetDirPath = Path.Join(ExportRootPath, projectName); 17 | 18 | Directory.Move(ProjectRootPath, targetDirPath); 19 | } 20 | 21 | private string ExtractDocumentValue(string document, string variable) 22 | { 23 | Match match = Regex.Match(document, $@"int {variable} = (\d+);", RegexOptions.Multiline); 24 | if (match.Success) 25 | { 26 | return match.Groups[1].Value; 27 | } 28 | return null; 29 | } 30 | 31 | private string ExtractOldVersionString(string document) 32 | { 33 | string major = ExtractDocumentValue(document, "m_major"); 34 | string minor = ExtractDocumentValue(document, "m_minor"); 35 | string patch = ExtractDocumentValue(document, "m_patch"); 36 | 37 | if (major == null || minor == null || patch == null) return null; 38 | return $"{major}.{minor}.{patch}"; 39 | } 40 | 41 | private string ExtractNewVersionString(string document) 42 | { 43 | Match match = Regex.Match(document, @"GameVersion CurrentVersion .*new GameVersion\((\d+), (\d+), (\d+)\);", RegexOptions.Multiline); 44 | if (match.Success) 45 | { 46 | var grp = match.Groups; 47 | return $"{grp[1].Value}.{grp[2].Value}.{grp[3].Value}"; 48 | } 49 | return null; 50 | } 51 | 52 | private static readonly string[] ScriptDirs = new[] { "MonoScript", "Scripts" }; 53 | 54 | private string GetVersionFile() 55 | { 56 | foreach (string dir in ScriptDirs) 57 | { 58 | string versionSourceFilename = Path.Join(AssetsPath, dir, "assembly_valheim", "Version.cs"); 59 | if (File.Exists(versionSourceFilename)) return File.ReadAllText(versionSourceFilename); 60 | } 61 | return null; 62 | } 63 | 64 | private string GetVersionString() 65 | { 66 | string versionSource = GetVersionFile(); 67 | if (versionSource == null) return "DllExport"; 68 | 69 | string result = ExtractOldVersionString(versionSource); 70 | if (result == null) 71 | { 72 | result = ExtractNewVersionString(versionSource); 73 | if (result == null) 74 | { 75 | LogError("Unable to identify version."); 76 | result = "unknown"; 77 | } 78 | } 79 | return result; 80 | } 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resource.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace ValheimExportHelper { 12 | using System; 13 | 14 | 15 | /// 16 | /// A strongly-typed resource class, for looking up localized strings, etc. 17 | /// 18 | // This class was auto-generated by the StronglyTypedResourceBuilder 19 | // class via a tool like ResGen or Visual Studio. 20 | // To add or remove a member, edit your .ResX file then rerun ResGen 21 | // with the /str option, or rebuild your VS project. 22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")] 23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] 24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 25 | public class Resource { 26 | 27 | private static global::System.Resources.ResourceManager resourceMan; 28 | 29 | private static global::System.Globalization.CultureInfo resourceCulture; 30 | 31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 32 | internal Resource() { 33 | } 34 | 35 | /// 36 | /// Returns the cached ResourceManager instance used by this class. 37 | /// 38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 39 | public static global::System.Resources.ResourceManager ResourceManager { 40 | get { 41 | if (object.ReferenceEquals(resourceMan, null)) { 42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ValheimExportHelper.Resource", typeof(Resource).Assembly); 43 | resourceMan = temp; 44 | } 45 | return resourceMan; 46 | } 47 | } 48 | 49 | /// 50 | /// Overrides the current thread's CurrentUICulture property for all 51 | /// resource lookups using this strongly typed resource class. 52 | /// 53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 54 | public static global::System.Globalization.CultureInfo Culture { 55 | get { 56 | return resourceCulture; 57 | } 58 | set { 59 | resourceCulture = value; 60 | } 61 | } 62 | 63 | /// 64 | /// Looks up a localized string similar to using UnityEditor; 65 | ///using System.IO; 66 | /// 67 | ///public class CreateAssetBundles 68 | ///{ 69 | /// [MenuItem("Valheim/Build AssetBundles")] 70 | /// static void BuildAllAssetBundles() 71 | /// { 72 | /// string assetBundleDirectory = "Assets/AssetBundles"; 73 | /// Directory.CreateDirectory(assetBundleDirectory); 74 | /// BuildPipeline.BuildAssetBundles(assetBundleDirectory, 75 | /// BuildAssetBundleOptions.None, 76 | /// BuildTarget.StandaloneWindows); 77 | /// } 78 | ///}. 79 | /// 80 | public static string AssetBundler { 81 | get { 82 | return ResourceManager.GetString("AssetBundler", resourceCulture); 83 | } 84 | } 85 | 86 | /// 87 | /// Looks up a localized resource of type System.Byte[]. 88 | /// 89 | public static byte[] Blank { 90 | get { 91 | object obj = ResourceManager.GetObject("Blank", resourceCulture); 92 | return ((byte[])(obj)); 93 | } 94 | } 95 | 96 | /// 97 | /// Looks up a localized resource of type System.Byte[]. 98 | /// 99 | public static byte[] manifest { 100 | get { 101 | object obj = ResourceManager.GetObject("manifest", resourceCulture); 102 | return ((byte[])(obj)); 103 | } 104 | } 105 | 106 | /// 107 | /// Looks up a localized resource of type System.Byte[]. 108 | /// 109 | public static byte[] PostProcessing { 110 | get { 111 | object obj = ResourceManager.GetObject("PostProcessing", resourceCulture); 112 | return ((byte[])(obj)); 113 | } 114 | } 115 | 116 | /// 117 | /// Looks up a localized resource of type System.Byte[]. 118 | /// 119 | public static byte[] ShadersReadme { 120 | get { 121 | object obj = ResourceManager.GetObject("ShadersReadme", resourceCulture); 122 | return ((byte[])(obj)); 123 | } 124 | } 125 | 126 | /// 127 | /// Looks up a localized string similar to using UnityEngine; 128 | ///using UnityEngine.SceneManagement; 129 | ///using UnityEditor; 130 | ///using UnityEditor.SceneManagement; 131 | ///using System.IO; 132 | ///using System; 133 | /// 134 | ///[InitializeOnLoad] 135 | ///public class Editor : MonoBehaviour 136 | ///{ 137 | /// static void OnSceneLoad(string path) 138 | /// { 139 | /// Debug.Log($"Opening scene {path}"); 140 | /// switch (Path.GetFileName(path)) 141 | /// { 142 | /// case "main.unity": 143 | /// WorldGenerator.Initialize(World.GetDevWorld()); 144 | /// break; 145 | /// case "start.unity": 146 | /// default: 147 | /// WorldGenerator.Initialize [rest of string was truncated]";. 148 | /// 149 | public static string WorldGeneratorFix { 150 | get { 151 | return ResourceManager.GetString("WorldGeneratorFix", resourceCulture); 152 | } 153 | } 154 | } 155 | } 156 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resource.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | 121 | 122 | Resources\Blank.unity;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 123 | 124 | 125 | Resources\manifest.json;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 126 | 127 | 128 | Resources\PostProcessing.zip;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 129 | 130 | 131 | Resources\CreateAssetBundles.cs;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252 132 | 133 | 134 | Resources\WorldGeneratorFix.cs;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252 135 | 136 | 137 | Resources\ShadersReadme.md;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 138 | 139 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/Blank.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | m_SceneGUID: 00000000000000000000000000000000 12 | m_OcclusionCullingData: {fileID: 0} 13 | --- !u!104 &2 14 | RenderSettings: 15 | m_ObjectHideFlags: 0 16 | serializedVersion: 9 17 | m_Fog: 0 18 | m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} 19 | m_FogMode: 3 20 | m_FogDensity: 0.01 21 | m_LinearFogStart: 0 22 | m_LinearFogEnd: 300 23 | m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} 24 | m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} 25 | m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} 26 | m_AmbientIntensity: 1 27 | m_AmbientMode: 0 28 | m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} 29 | m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} 30 | m_HaloStrength: 0.5 31 | m_FlareStrength: 1 32 | m_FlareFadeSpeed: 3 33 | m_HaloTexture: {fileID: 0} 34 | m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} 35 | m_DefaultReflectionMode: 0 36 | m_DefaultReflectionResolution: 128 37 | m_ReflectionBounces: 1 38 | m_ReflectionIntensity: 1 39 | m_CustomReflection: {fileID: 0} 40 | m_Sun: {fileID: 0} 41 | m_IndirectSpecularColor: {r: 0.12731749, g: 0.13414757, b: 0.1210787, a: 1} 42 | m_UseRadianceAmbientProbe: 0 43 | --- !u!157 &3 44 | LightmapSettings: 45 | m_ObjectHideFlags: 0 46 | serializedVersion: 12 47 | m_GIWorkflowMode: 1 48 | m_GISettings: 49 | serializedVersion: 2 50 | m_BounceScale: 1 51 | m_IndirectOutputScale: 1 52 | m_AlbedoBoost: 1 53 | m_EnvironmentLightingMode: 0 54 | m_EnableBakedLightmaps: 1 55 | m_EnableRealtimeLightmaps: 0 56 | m_LightmapEditorSettings: 57 | serializedVersion: 12 58 | m_Resolution: 2 59 | m_BakeResolution: 40 60 | m_AtlasSize: 1024 61 | m_AO: 0 62 | m_AOMaxDistance: 1 63 | m_CompAOExponent: 1 64 | m_CompAOExponentDirect: 0 65 | m_ExtractAmbientOcclusion: 0 66 | m_Padding: 2 67 | m_LightmapParameters: {fileID: 0} 68 | m_LightmapsBakeMode: 1 69 | m_TextureCompression: 1 70 | m_FinalGather: 0 71 | m_FinalGatherFiltering: 1 72 | m_FinalGatherRayCount: 256 73 | m_ReflectionCompression: 2 74 | m_MixedBakeMode: 2 75 | m_BakeBackend: 1 76 | m_PVRSampling: 1 77 | m_PVRDirectSampleCount: 32 78 | m_PVRSampleCount: 512 79 | m_PVRBounces: 2 80 | m_PVREnvironmentSampleCount: 256 81 | m_PVREnvironmentReferencePointCount: 2048 82 | m_PVRFilteringMode: 1 83 | m_PVRDenoiserTypeDirect: 1 84 | m_PVRDenoiserTypeIndirect: 1 85 | m_PVRDenoiserTypeAO: 1 86 | m_PVRFilterTypeDirect: 0 87 | m_PVRFilterTypeIndirect: 0 88 | m_PVRFilterTypeAO: 0 89 | m_PVREnvironmentMIS: 1 90 | m_PVRCulling: 1 91 | m_PVRFilteringGaussRadiusDirect: 1 92 | m_PVRFilteringGaussRadiusIndirect: 5 93 | m_PVRFilteringGaussRadiusAO: 2 94 | m_PVRFilteringAtrousPositionSigmaDirect: 0.5 95 | m_PVRFilteringAtrousPositionSigmaIndirect: 2 96 | m_PVRFilteringAtrousPositionSigmaAO: 1 97 | m_ExportTrainingData: 0 98 | m_TrainingDataDestination: TrainingData 99 | m_LightProbeSampleCountMultiplier: 4 100 | m_LightingDataAsset: {fileID: 0} 101 | m_LightingSettings: {fileID: 0} 102 | --- !u!196 &4 103 | NavMeshSettings: 104 | serializedVersion: 2 105 | m_ObjectHideFlags: 0 106 | m_BuildSettings: 107 | serializedVersion: 2 108 | agentTypeID: 0 109 | agentRadius: 0.5 110 | agentHeight: 2 111 | agentSlope: 45 112 | agentClimb: 0.4 113 | ledgeDropHeight: 0 114 | maxJumpAcrossDistance: 0 115 | minRegionArea: 2 116 | manualCellSize: 0 117 | cellSize: 0.16666667 118 | manualTileSize: 0 119 | tileSize: 256 120 | accuratePlacement: 0 121 | maxJobWorkers: 0 122 | preserveTilesOutsideBounds: 0 123 | debug: 124 | m_Flags: 0 125 | m_NavMeshData: {fileID: 0} 126 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/CreateAssetBundles.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using System.IO; 3 | 4 | public class CreateAssetBundles 5 | { 6 | [MenuItem("Valheim/Build AssetBundles")] 7 | static void BuildAllAssetBundles() 8 | { 9 | string assetBundleDirectory = "Assets/AssetBundles"; 10 | Directory.CreateDirectory(assetBundleDirectory); 11 | BuildPipeline.BuildAssetBundles(assetBundleDirectory, 12 | BuildAssetBundleOptions.None, 13 | BuildTarget.StandaloneWindows); 14 | } 15 | } -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/PostProcessing.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/heinermann/ValheimExportHelper/c32ce9d8b2cff8e964644d35359cee94e9eac328/ValheimExportHelper/Resources/PostProcessing.zip -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/ShadersReadme.md: -------------------------------------------------------------------------------- 1 | ## HiddenBlitCopyHDRTonemap 2 | **Source**: https://github.com/repalash/Open-Shaders/blob/master/Engines/Unity/Builtin/DefaultResourcesExtra/Internal-BlitCopyHDRTonemap.shader 3 | **License**: MIT 4 | **Copyright**: Unity Technologies 5 | 6 | ## HiddenDofDepthOfFieldHdr 7 | **Source**: https://github.com/microsoft/Imagine_fudge-roll/blob/master/Fudge%20Roll/assets/standard%20assets/effects/imageeffects/shaders/_DepthOfField/DepthOfFieldScatter.shader 8 | **License**: MIT 9 | **Copyright**: Microsoft Corporation 10 | 11 | ## HiddenDofDX11Dof 12 | **Source**: https://github.com/microsoft/Imagine_fudge-roll/blob/master/Fudge%20Roll/assets/standard%20assets/effects/imageeffects/shaders/_DepthOfField/DepthOfFieldDX11.shader 13 | **License**: MIT 14 | **Copyright**: Microsoft Corporation 15 | 16 | ## HiddenInternal-Loading 17 | **Source**: https://github.com/repalash/Open-Shaders/blob/master/Engines/Unity/Builtin/DefaultResources/Internal-Loading.shader 18 | **License**: MIT 19 | **Copyright**: Unity Technologies 20 | 21 | ## HiddenInternal-UIRDefaultWorld 22 | **Source**: https://github.com/repalash/Open-Shaders/blob/master/Engines/Unity/Builtin/DefaultResourcesExtra/UIElements/Internal-UIRDefaultWorld.shader 23 | **License**: MIT 24 | **Copyright**: Unity Technologies 25 | 26 | ## HiddenSimpleClear 27 | **Source**: https://github.com/microsoft/Imagine_fudge-roll/blob/master/Fudge%20Roll/assets/standard%20assets/effects/imageeffects/shaders/SimpleClear.shader 28 | **License**: MIT 29 | **Copyright**: Microsoft Corporation 30 | 31 | ## HiddenSunShaftsComposite 32 | **Source**: https://github.com/microsoft/Imagine_fudge-roll/blob/master/Fudge%20Roll/assets/standard%20assets/effects/imageeffects/shaders/SunShaftsComposite.shader 33 | **License**: MIT 34 | **Copyright**: Microsoft Corporation 35 | 36 | ## Lux Lit Particles_ Bumped 37 | **Source**: https://assetstore.unity.com/packages/vfx/particles/lux-lit-particles-138052 38 | **License**: Standard Unity Asset Store EULA 39 | **Copyright**: forst 40 | 41 | ## Particles_Standard Surface2 42 | **Modified From**: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Particle%20Standard%20Surface.shader 43 | **Original License**: MIT 44 | **Original Copyright**: Unity Technologies 45 | 46 | ## Particles_Standard Unlit2 47 | **Modified From**: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Particle%20Standard%20Unlit.shader 48 | **Original License**: MIT 49 | **Original Copyright**: Unity Technologies 50 | 51 | ## Standard TwoSided 52 | **Modified From**: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Standard.shader 53 | **Original License**: MIT 54 | **Original Copyright**: Unity Technologies 55 | 56 | ## ToonDeferredShading2017 57 | **Source**: https://gist.github.com/xDavidLeon/690fffea93dde2d3f47c19ea87a19b02#file-toondeferredshading2017-shader 58 | **License**: MIT 59 | **Copyright**: Unity Technologies, David Leon 60 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/WorldGeneratorFix.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | using UnityEditor; 4 | using UnityEditor.SceneManagement; 5 | using System.IO; 6 | using System; 7 | 8 | [InitializeOnLoad] 9 | public class Editor : MonoBehaviour 10 | { 11 | static void OnSceneLoad(string path) 12 | { 13 | Debug.Log($"Opening scene {path}"); 14 | switch (Path.GetFileName(path)) 15 | { 16 | case "main.unity": 17 | WorldGenerator.Initialize(World.GetDevWorld()); 18 | break; 19 | case "start.unity": 20 | default: 21 | WorldGenerator.Initialize(World.GetMenuWorld()); 22 | break; 23 | } 24 | } 25 | 26 | static Editor() 27 | { 28 | /* Doesn't work, gives a blank scene 29 | Scene scene = EditorSceneManager.GetActiveScene(); 30 | Debug.Log($"Assuming {scene.name} is loaded"); 31 | OnSceneLoad(scene.path); 32 | */ 33 | // No callback fires when the unity editor is loaded (last scene is opened with the editor) 34 | OnSceneLoad(""); 35 | 36 | EditorSceneManager.sceneOpening += (path, mode) => { 37 | OnSceneLoad(path); 38 | }; 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/icon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/heinermann/ValheimExportHelper/c32ce9d8b2cff8e964644d35359cee94e9eac328/ValheimExportHelper/Resources/icon.ico -------------------------------------------------------------------------------- /ValheimExportHelper/Resources/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.assetbundlebrowser": "https://github.com/Unity-Technologies/AssetBundles-Browser.git", 4 | "com.unity.modules.ai": "1.0.0", 5 | "com.unity.modules.androidjni": "1.0.0", 6 | "com.unity.modules.animation": "1.0.0", 7 | "com.unity.modules.assetbundle": "1.0.0", 8 | "com.unity.modules.audio": "1.0.0", 9 | "com.unity.modules.cloth": "1.0.0", 10 | "com.unity.modules.director": "1.0.0", 11 | "com.unity.modules.imgui": "1.0.0", 12 | "com.unity.modules.particlesystem": "1.0.0", 13 | "com.unity.modules.physics": "1.0.0", 14 | "com.unity.modules.physics2d": "1.0.0", 15 | "com.unity.modules.screencapture": "1.0.0", 16 | "com.unity.modules.terrain": "1.0.0", 17 | "com.unity.modules.tilemap": "1.0.0", 18 | "com.unity.modules.ui": "1.0.0", 19 | "com.unity.modules.uielements": "1.0.0", 20 | "com.unity.modules.unityanalytics": "1.0.0", 21 | "com.unity.modules.unitywebrequest": "1.0.0", 22 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 23 | "com.unity.modules.unitywebrequestwww": "1.0.0", 24 | "com.unity.modules.video": "1.0.0", 25 | "com.unity.modules.vr": "1.0.0", 26 | "com.unity.modules.xr": "1.0.0", 27 | "com.unity.ugui": "1.0.0" 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /ValheimExportHelper/Ripper.cs: -------------------------------------------------------------------------------- 1 | namespace ValheimExportHelper 2 | { 3 | class Ripper 4 | { 5 | public string ExportRootPath; 6 | public string GameDataPath; 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ValheimExportHelper/UnityYaml.cs: -------------------------------------------------------------------------------- 1 | using YamlDotNet.Serialization; 2 | 3 | namespace ValheimExportHelper 4 | { 5 | public class UnityYaml : LoggingTrait 6 | { 7 | public string Header { get; private set; } = ""; 8 | public dynamic Data { get; private set; } 9 | public string Filename { get; private set; } 10 | 11 | 12 | private UnityYaml(string filename) 13 | { 14 | this.Filename = filename; 15 | } 16 | 17 | public void Load() 18 | { 19 | try 20 | { 21 | string[] yamlLines = File.ReadAllLines(Filename); 22 | ParseLines(yamlLines); 23 | } 24 | catch 25 | { 26 | LogError($"Failed to open {Filename}"); 27 | throw; 28 | } 29 | } 30 | 31 | public void Save() 32 | { 33 | var serializer = new SerializerBuilder().Build(); 34 | string result = serializer.Serialize(Data); 35 | 36 | File.WriteAllText(Filename, $"{Header}\n{result}"); 37 | } 38 | 39 | private bool IsValidYamlLine(string line) 40 | { 41 | return !line.StartsWith('%') && !line.StartsWith("---"); 42 | } 43 | 44 | private dynamic DeserializeYamlFromText(string yamlText) 45 | { 46 | try 47 | { 48 | var deserializer = new DeserializerBuilder().Build(); 49 | return deserializer.Deserialize(new StringReader(yamlText)); 50 | } 51 | catch 52 | { 53 | LogError($"Failed to deserialize yaml content:\n{yamlText}"); 54 | throw; 55 | } 56 | } 57 | 58 | private void ParseLines(string[] yamlLines) 59 | { 60 | this.Header = String.Join('\n', yamlLines.TakeWhile(s => !IsValidYamlLine(s))); 61 | 62 | string content = String.Join('\n', yamlLines.Where(IsValidYamlLine)); 63 | this.Data = DeserializeYamlFromText(content); 64 | } 65 | 66 | public static UnityYaml LoadYaml(string filename) 67 | { 68 | UnityYaml result = new UnityYaml(filename); 69 | result.Load(); 70 | return result; 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /ValheimExportHelper/ValheimExportHelper.cs: -------------------------------------------------------------------------------- 1 | using System.Diagnostics; 2 | using System.Text.RegularExpressions; 3 | 4 | namespace ValheimExportHelper 5 | { 6 | class Logger : LoggingTrait { } 7 | 8 | public static class ValheimExportHelper 9 | { 10 | private static Ripper ripper = new Ripper(); 11 | private static Regex importRegex = new Regex(@"Import : PC game structure has been found at '(.*)'"); 12 | private static Regex exportRegex = new Regex(@"Export : Attempting to export assets to (.*)\.\.\."); 13 | 14 | private static Logger log = new Logger(); 15 | 16 | static void Main(string[] args) 17 | { 18 | Console.WriteLine(ValheimAsciiLogo); 19 | LaunchAssetRipper(); 20 | } 21 | 22 | static void LaunchAssetRipper() 23 | { 24 | Process process = new Process(); 25 | process.EnableRaisingEvents = true; 26 | 27 | process.OutputDataReceived += new DataReceivedEventHandler(AssetRipperOutput); 28 | process.ErrorDataReceived += new DataReceivedEventHandler(AssetRipperError); 29 | process.Exited += new EventHandler(AssetRipperClosed); 30 | 31 | process.StartInfo.FileName = "AssetRipper.exe"; 32 | //process.StartInfo.Arguments = ""; 33 | process.StartInfo.UseShellExecute = false; 34 | process.StartInfo.RedirectStandardOutput = true; 35 | process.StartInfo.RedirectStandardError = true; 36 | 37 | process.Start(); 38 | process.BeginOutputReadLine(); 39 | process.BeginErrorReadLine(); 40 | 41 | process.WaitForExit(); 42 | } 43 | 44 | static void AssetRipperClosed(object sender, EventArgs e) 45 | { 46 | log.LogInfo("AssetRipper was closed."); 47 | } 48 | 49 | static void AssetRipperError(object sender, DataReceivedEventArgs e) 50 | { 51 | if (e.Data == null) return; 52 | Console.BackgroundColor = ConsoleColor.Red; 53 | Console.WriteLine($"{e.Data}"); 54 | Console.ResetColor(); 55 | } 56 | 57 | static void AssetRipperOutput(object sender, DataReceivedEventArgs e) 58 | { 59 | if (e.Data == null) return; 60 | Console.WriteLine($"{e.Data}"); 61 | 62 | var importMatch = importRegex.Match(e.Data); 63 | var exportMatch = exportRegex.Match(e.Data); 64 | 65 | if (importMatch.Success) 66 | { 67 | ripper.GameDataPath = importMatch.Groups[1].Value + "\\valheim_Data"; 68 | log.LogInfo("Found GameDataPath."); 69 | } 70 | else if (exportMatch.Success) 71 | { 72 | ripper.ExportRootPath = exportMatch.Groups[1].Value; 73 | log.LogInfo("Found ExportRootPath."); 74 | } 75 | else if (e.Data == "General : Export Complete!") 76 | { 77 | OnFinishExporting(); 78 | } 79 | } 80 | 81 | static void OnFinishExporting() 82 | { 83 | var stages = new List() 84 | { 85 | new AddEditorAssets(), 86 | new AddPostProcessingPackage(), 87 | new FixCodeFiles(), 88 | new FixCursor(), 89 | new FixPlugins(), 90 | new FixUnityProjectSettings(), 91 | new FixWAVs(), 92 | new RenameExportDir() // THIS MUST BE LAST 93 | }; 94 | 95 | foreach (PostExporterEx stage in stages) 96 | { 97 | stage.DoPostExport(ripper); 98 | } 99 | log.LogInfo("Finished."); 100 | } 101 | 102 | // Created and modified from https://asciiart.club/ 103 | const string ValheimAsciiLogo = @" 104 | 'N@@N!`` '|@%M*` 105 | '] . .WL .,;,, :@@mm~ ~g=~ ,;vy,,;;,, .;@,.k@@w- mmr j@@@w 106 | '%/g, i|' `L]y' '%\ j,: '[[* '%@|;jF**T !RU ;j%g, /&%L` 107 | 'n]M .)@L` ,.'nu .k: 'j$` '[H '|Rr` .p !N! ;,r%@@$|K| 108 | ']@@r !]@ \: |]; 'OY j|r ;gMk '|K,,=!~|| ;N| ;$r' *`|@~ 109 | '%#W, [[ Cpx,*|k. :n| ]%UY[^`LK '[[!` ` *R| |%U` |g| 110 | `U]! ,,`` /|=`` pp 'j@ .:r ]|` :F@ [[ zi@; ,J| ;jL [%~ 111 | ]=N!.|@= ,|k '])' :\L'~:=|\]), 'F| [!;;ij||* :lM j@k .[%y 112 | '||L`|! ,(l*' '```j`` '*^^ ~~-' *~* ***``'**` '*]*` 113 | `j|%F:` h|j$@@/::;ssssq/vFwgpgg@gps;Wgy=\w=wqw<#WW@zgpgwggwwgggg@@%|{ 114 | 'l|,` ']M%****`*w%%~^'``''*H**TTT**q|)r*``````````*'**w%%*TTTTTT%MM` 115 | V '|` 116 | "; 117 | } 118 | } -------------------------------------------------------------------------------- /ValheimExportHelper/ValheimExportHelper.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | net7.0 5 | enable 6 | disable 7 | true 8 | https://github.com/heinermann/ValheimExportHelper 9 | README.md 10 | https://github.com/heinermann/ValheimExportHelper.git 11 | AssetRipper 12 | 13 | 14 | 2.0.0 15 | Exe 16 | Resources\icon.ico 17 | ValheimExportHelper.ValheimExportHelper 18 | False 19 | True 20 | true 21 | true 22 | true 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | True 34 | \ 35 | 36 | 37 | True 38 | \ 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | True 54 | True 55 | Resource.resx 56 | 57 | 58 | 59 | 60 | 61 | PublicResXFileCodeGenerator 62 | Resource.Designer.cs 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | --------------------------------------------------------------------------------