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A general purpose mod loader for GDScript based Godot Games [3.x/4.x]

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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.

investigate

for ignored log names, present in 3.x

enhancement
4.x

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...

enhancement

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

enhancement

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...

enhancement
investigate
4.x

works towards #489

enhancement
3.x

works towards - #490

enhancement
3.x

## 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...

bug
documentation
4.x

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...

enhancement
question / discussion

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...

bug
4.x