Fix shaders for Windows

* Fix mistake that would break custom shaders on anything except Linux.
Forgot to remove test code when adding new Linux asset bundle. :P
This commit is contained in:
ApacheThunder 2024-05-10 19:02:41 -05:00
parent ab1842300c
commit 0973124b38
2 changed files with 4 additions and 6 deletions

View File

@ -24,7 +24,7 @@ public class ExpandTheGungeon : BaseUnityPlugin {
public const string GUID = "ApacheThunder.etg.ExpandTheGungeon";
public const string ModName = "ExpandTheGungeon";
public const string VERSION = "2.9.15";
public const string VERSION = "2.9.16";
public static string ZipFilePath;
public static string FilePath;
public static string ResourcesPath;
@ -107,9 +107,7 @@ public class ExpandTheGungeon : BaseUnityPlugin {
if (Application.platform == RuntimePlatform.LinuxPlayer | Application.platform == RuntimePlatform.OSXPlayer) {
ModAssetBundleName = "ExpandSharedAuto_Linux";
}
ModAssetBundleName = "ExpandSharedAuto_Linux";
ExpandAssets.InitCustomAssetBundles(ModName);
ETGModMainBehaviour.WaitForGameManagerStart(GMStart);

View File

@ -31,5 +31,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("2.9.15")]
[assembly: AssemblyFileVersion("2.9.15")]
[assembly: AssemblyVersion("2.9.16")]
[assembly: AssemblyFileVersion("2.9.16")]