godot-mod-loader
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A general purpose mod loader for GDScript based Godot Games [3.x/4.x]
Provide a list for game devs to add scripts that they don't want to have extensions for and be modified
- Renamed `disabled_mods` to `deactivated_mods`. - Moved default profile creation in `mod_loader.gd` from `_ready()` to `_load_mods()`. This is required so mod configs can be loaded on the first run of...
Probably best reviewed by opening the docs in the editor.
Optional scanning feature for mod ZIP files before they are loaded into the game. **Please note: This feature is not a security measure. It simply scans `gd` and `tscn` files...
This should also take the `feature_override_options` into account. https://github.com/GodotModding/godot-mod-loader/blob/19a7b7fc484a98969d9a82ff8f402a3a30f08246/addons/mod_loader/mod_loader.gd#L210
Currently something like this needs to be used to check if a mod is in use. ```gdscript if ModLoaderMod.is_mod_loaded(mod_id) and ModLoaderMod.get_mod_data(mod_id).is_active: ``` Since this is likely a common check to...
seems unused? _Originally posted by @Qubus0 in https://github.com/GodotModding/godot-mod-loader/pull/382#discussion_r1554389152_ https://github.com/GodotModding/godot-mod-loader/blob/b99a50246e088a0f9e852bef12a717abeb761617/addons/mod_loader/internal/script_extension.gd#L36
## Choose a topic to work on: ### Godot 3.x - [x] #4 - [ ] #246 - [ ] #249 - [ ] #250 - [ ] #254 -...
Add the possibility for the game dev to ship a predefined user profile that applies on the first load. This allows including inactive example mods that the player can activate...