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Description
Notes from Bob:
- mods need to pull from 2 folders, local (user-installed) and remote (auto-installed)
- local should be down to user preference (though, will need to be disabled on server join if not compatible with server we're joining), remote should be disabled until required server join, then enabled, then disabled again on leave
- we need to move more of the server required mod loading/unloading to native as well, loading is currently in script and unloading doesn't quite exist yet, but both should be more native
- a couple more assets also can't currently be reloaded at all at runtime well, not super required for autodownloading to work at all, but specifically being able to properly unload/reload weapon/playersettings/etc scripts would be very nice, and potentially models too though this seems very unlikely since it doesn't like valve source can do it
https://discord.com/channels/920776187884732556/1025040519560167514/1060355733981503609
TODOs
Directories architecture
- Use mods from local and remote directories (feat: Remote mods directory #403)
- Put auto-downloaded mods into remote mods directory (Initial native code for verified mod auto-downloading #545)
- Use thunderstore mod string as folder name so that we can have different versions at the same time (feat: Enforce Thunderstore format for remote mods #535)
Dynamic mod activation
- Add new mods entries to
enabledmods.jsonif needed (Create mod entry inenabledmods.jsonif it doesn't exist #410) - Enable mod only when joining server
- Disable mod when leaving server
- Dynamically reload mods' assets (weapons/models/playersettings)
Miscellaneous
- Display a warning message (on UI) with malformed mods (feat: Bad mod formatting warnings #415)
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