


Ubisoft, Silent Hunter development team, ĬaptainCox, leovampire, the modders at Submarine Sim Central, tater, Anvart, Bando, WEBSTER, maikarant, Jace11, WilhelmTell, lurbz, Sansal, longam, PepsiCan, UBOAT234, Digital_Trucker, DirtyHarr圓033, Kaleun_Endrass, sergbuto, SquareSteelBar, sober, jaketoox, reallydedpoet, swdw, nautilus42, nvdrifter, kapitan_zur_see, DeepIron, panthercules, l3th4l, Laffertytig, alamwuhk2a, privateer, g_BonE, Ducimus, lurker_hlb3, haegemon, wildchild, urfisch, LukeFF, ref, kikn79, WernerSobe, Redwine, GuillermoZS, keltos01, Mikhayl, Kriller2, DrBeast, jimbob, Rubini, M. Please rebase before submitting, provide test coverage, and ensure the AppVeyor build passes. Using a dynamically compiled controller assembly As such, you need to configure the container before being able to use the parsers. The file parsers are developed with dependency injection for IServiceCollection in mind, allowing you to inject the parsers in your own code base. If you do not care much about this, simply use the precompiled package. Which method you choose depends on how you wish to distribute your application. This enabled modders to modify the controller templates, after which S3D would be able to use the new templates. S3D specifically uses the dynamic controller assembly.

Back then, I used some proprietary code to do so (from my own business). Over a decade ago, I wrote a popular modding application called S3D ( ) for Silent Hunter game files.
