Delta

Results 35 comments of Delta

Filenaming rules would be great, would also help in cases where the export grouping may be lacking with being able to keep the source file name with the object

I was mainly noticing it as resolute will make '.old' copies when updating a mod and then it'll end up in the unrecognized category. (atleast while the game is running)

Mods could have additional artifacts of whatever type although it is up to the mod to handle loading other data. For things that are from the manifest, you do have...

A file matching the hash should be plenty confidence in that it is a given mods' file. The actual filename of a given mod could vary especially when first using/starting...

Separating away from reliance on filename in terms of keeping track would be to keep track of the fileinfo/file handle (although might not be something persistent and should probably be...

Most recent 0.8.0 still appears to have this issue for some. According to [VirusTotal](https://www.virustotal.com/gui/file/aad09ce84b0a6e2472690cddab4bfbc3f305a87de5d1b75f5003df429650ee22?nocache=1), it is still being flagged by one vendor along with matching a yara rule on https://github.com/Gawdl3y/Resolute/blob/b3cae91233a65bf75b40ab1bf455f6057b9d7b41/crates/resolute/src/manifest.rs#L20...

With the upcoming change to how plugins and types work, using a component for handling settings is becoming a more viable option without needing more fragile patches.

Making the modloader handle most of the construction for settings and datafeeds so individual mods don't need to do much themselves would be good. Needing each mod to implement and...

I believe that `File.Move` will throw an exception if the destination path already has a file. IE if consecutive config fails occur or the old failed config wasn't removed after...

Either add an overwriting bit or write a unique filename to avoid. Don't have an overwrite option on File.Move until like .Net Core 3.