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v6.0.1 #302

Merged
merged 11 commits into from
Jun 28, 2023
Merged

v6.0.1 #302

merged 11 commits into from
Jun 28, 2023

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KANAjetzt
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@KANAjetzt KANAjetzt commented Jun 27, 2023

Patch v6.0.1

This patch addresses several critical issues related to the new user profiles introduced in v6.0.0. It also includes a deprecation warning fix, small code style improvements, and an improved README for the ModLoader repository.

Major bug fixes for ModLoaderUserProfile

Deprecation warning fix

Small code style improvements

Improved Readme for the ModLoader Repo

🚨 Breaking Changes

Mods are now always unpacked and loaded into ModLoaderStore.mod_data. This change can potentially break Mod Lists that rely on having only loaded mods in mod_data. Consequently, these Mod Lists may display mods that are currently not loaded. To address this issue, authors of Mod Lists need to adapt their code to check the new is_active flag.

KANAjetzt and others added 8 commits June 21, 2023 06:56
added the missing `static` to the methods in `ModLoaderModManager`

closes #289
* chore: 📝 updated readme with more details

closes #180

* chore: 📝 moved "Godot Version" section down
* style: 🎨 added and removed whitespace

* fix: ✏️ updated comment for profile and cache path

* style: 🎨 added space to params and return types
Resolves a bug where the `current_user_profile` doesn't reference the Profile object in `user_profiles`.

closes #290
ModLoaderUtils log deprecation messages all use `ModLoader.*`, instead of `ModLoaderUtils.*`.
* feat: ✨ added ` get_dir_paths_in_dir()`

* feat: ✨ added `zip_name` and `zip_path` to `ModData`

* refactor: ♻️ added `zip_path` to user profiles

This allows to verify if the mod is still installed by confirming the existence of the zip file. However, this check is only performed when the mod is not loaded and a path to the zip file exists. This ensures that mods are not deleted from the profile when running in the editor. It's important to note that this new check may cause mods to appear in user profiles even if they are currently not loaded. To determine if a mod is actually loaded, you should also check `ModLoaderStore.mod_data` or use `ModLoaderMod.is_mod_loaded()`.

closes #288
@KANAjetzt KANAjetzt added this to the v6.0.1 milestone Jun 27, 2023
@KANAjetzt KANAjetzt requested a review from a team June 27, 2023 13:53
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@Qubus0 Qubus0 left a comment

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👍

* fix: 🐛 check if mod zip is structured correctly

* fix: 🐛 Check if mod is loaded before setting active state
It can be confusing when the assert is triggered in the utility function, as the error message is naturally more generic. Reducing it to just "error" allows the calling function to assert and provide a more detailed error message.
@KANAjetzt KANAjetzt merged commit 279a012 into main Jun 28, 2023
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3 participants