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D3dxSkinManager.Plugins

Official + example plugins for D3dxSkinManager. Each plugin is a single .NET DLL the app loads from {profile}/plugins/** (or installs in-app).

Layout

lib/                 vendored plugin SDK dlls (tracked) — the contract plugins build against:
  D3dxSkinManager.Core.dll        (shared contracts + host abstractions)
  D3dxSkinManager.Plugin.Sdk.dll  (plugin authoring SDK; references Core)
  README.md                       (the SDK authoring guide — start here)
<Plugin>/            one folder per plugin (csproj references ..\lib\*.dll with Private=false)
plugins.manifest.json  source of truth for official packs (id/name/version/asset/…)
.github/workflows/   release: build/carry packs + publish plugins-manifest.json
devtools/dev.mjs     the plugin dev loop

The SDK is vendored (for now)

lib/*.dll are published from the main app repo:

# in the main app repo:
node devtools/dev.mjs plugin-sdk        # builds the SDK + copies the dlls (+ guide) into ../D3dxSkinManager.Plugins/lib

Re-run it whenever the Core contracts change, then commit lib/. (A NuGet package is the planned successor.) Reference the dlls with <Private>false</Private> — the host provides them at runtime; shipping a second copy causes a type-identity mismatch. See lib/README.md for the full guide.

Writing a plugin

See lib/README.md — the SDK authoring guide (layering, IPlugin/IPluginContext, capability interfaces, single-DLL packaging, manifest + versioning, lifecycle).

Releasing

Bump the pack's version in plugins.manifest.json and the plugin's IPlugin.Version + csproj <Version> (keep all three in sync), then cut a release — the workflow builds the pack (or carries the last zip forward if unchanged) and attaches plugins-manifest.json, which the app reads to offer updates.

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