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feat: ✨ mod reloading #203
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2 little things
Did a run test in brotato no errors 👍
I did not test the reload_mods()
I'm a bit behind on the latest development, but is my understanding of these funcs correct?
If that's right, I'm wondering if the first 2 funcs could be affixed with So my proposed func names would be this:
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Tested in brotato no errors 👍
I did not test the reload_mods()
func
This enables people to reload mods at runtime, currently the only changes made by mods that will be reset by this are extensions, which is the major changing factor in most cases. Opens up for next PRs that can reset nodes and hopefully all changes that mod developers want to make.
An example use case scenario would be: user downloads or updates mod, without needing to restart the whole game, the user could click a button in game that reloads all mods. Another example could be a mod that introduces in game mod downloading and updating, allowing for a better user experience.
This PR also renames
_remove_extension
>_remove_specific_extension_from_script
and_reset_extension
>_remove_all_extensions_from_script
for easier functionality comprehension.Adds a fix for #198 that returns null in a return void function.