narknon

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Yes, there was support for multiline. https://github.com/UE4SS-RE/RE-UE4SS/blob/main/deps/first/Constructs/include/Constructs/Annotated.hpp

Last time I implemented this I had it read out the old file and convert it to json, similar to what I do in this PR. I believe the in...

I'm 99% sure there are no third party parsers for it.

I haven't even found a third party mod manager that actually uses mods.txt rather than enabled.txt, let alone the settings. I'd literally eat my shoe if there is one. But...

> > There will be confusion from users that end up having both mods.txt and mods.json. They won't know which one to edit or the repercussions of modifying the json...

> Can you rename `legacy_enabled_mods_file`, `enabled_mods_file`, and any other named references to mods.txt/json to something that doesn't clash with our concept of `enabled.txt` ? I got confused by this naming...

Before I push it, does mod_list_file/legacy work?

It uses single quotes for certain types of paths. E.g., MyBlueprint_C '/Game/Stuff/MyBlueprint.MyBlueprint_C'

Swapped to PR into staging branch as this may not be a 4.0 release given the amount of testing still to be done on tmap.

> Both this and #554 add FMapProperty to UnrealDef.hpp. Yes, this will rely on that but both need sufficient testing on their own so they need separate PRs.