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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/ASTRA228b/NoLeaves.ASTRA-V2/llms.txt

Use this file to discover all available pages before exploring further.

NoLeaves is a small, single-file BepInEx mod and contributions are straightforward. The entire mod logic lives in one C# file, which makes it easy to understand the codebase quickly, test your changes locally, and submit a focused pull request.

How to contribute

  1. Fork the repository at github.com/ASTRA228b/NoLeaves.ASTRA-V2.
  2. Create a branch for your change.
  3. Make your edits, then build and test locally (see Building from source).
  4. Open a pull request against the main branch of the upstream repository.
Keep pull requests focused on a single change. If you are fixing a bug and adding a feature at the same time, consider splitting them into two separate PRs to make review easier.

Project structure

FilePurpose
plugin.csThe entire mod logic — this is the single source of truth for all runtime behavior
NoLeaves.ASTRA.csprojBuild configuration, target framework (net48), output path, and all DLL references
NoLeaves.ASTRA.slnVisual Studio solution file; used to open the project in the IDE
Properties/AssemblyInfo.csMinimal assembly metadata file; largely unused given the attributes in plugin.cs

Plugin metadata

The plugin is registered with BepInEx using the following values from the [BepInPlugin] attribute in plugin.cs:
FieldValue
GUIDASTRA.MODS.NoLeaves
NameNo Leaves
Version5.0.6
If you bump the version as part of a contribution, update the [BepInPlugin] attribute in plugin.cs.

Updating the object name list

The list of GameObject names that NoLeaves disables is not stored in this repository. At startup the mod fetches the list over HTTP from a separate GitHub repository:
https://raw.githubusercontent.com/ASTRA228b/No-Leaves.ASTRA-OBJNAME/main/OBJECTNSME.txt
To add, remove, or rename objects in the disable list, you need to edit OBJECTNSME.txt in the ASTRA228b/No-Leaves.ASTRA-OBJNAME repository — not this one. Each line in that file is a single GameObject name. The mod re-reads the list every time it starts.

Before submitting a PR

  • Build the project locally and confirm it compiles without errors or warnings.
  • Launch Gorilla Tag and verify the mod loads correctly in the BepInEx log.
  • If your change affects which objects are disabled, test in-game to confirm the expected objects are hidden and no unintended objects are affected.

Building from source

Step-by-step instructions for compiling NoLeaves and deploying it to your local Gorilla Tag installation.

NoLeaves on GitHub

Browse the source code, open issues, and submit pull requests.

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