godot-mod-loader
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A general purpose mod loader for GDScript based Godot Games [3.x/4.x]
Check if the proposed `create_deactivated_mods_profile` option from #402 is still a needed feature, or if it became obsolete with the introduction of zip peeking in #416.
this includes prefixing the source file that started the log ```gdscript static func log_prefix(stack) -> String: if len(stack) > 1: var call_site = stack[1] var basename = call_site["source"].get_file().get_basename() var line_num...
we want to validate that each client has the same mods installed and enabled at a certain point in the game will likely be a ModManager api method
with dynamic hook gen it should be possible for us to insert new hooks at any point of a method. each insertion will of course change the line numbers so...
## Description - This issue commonly occurs when different mods modify the same function using **Extension** and **Hook** simultaneously. - Unrelated to the modified code itself, even if both sides...
it's a bit annoying to upgrade the mod loader currently, since you have to pay attention which files you overwrite when replacing the full mod loader folder. specifically, it's very...
we assume tabs for indentation, but that breaks the script when hooking a vanilla file that uses spaces. detecting which spacing is used might be the difficult part, though we...