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ModuleMan Refactoring and Improvements #8
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… and shouldn't be exposed Modules are (currently) either loaded or not (if disabled via mod manager) Can't allow some bullshit module that is either outside the Data/Mods directories or hidden inside another module to be loaded like this and possibly break all the shit
… so much pointless code
…directly from the modules
…n IDs when loading
…odule (followup to 895556c)
…Module::CreateOnDiskAsUserdata Don't need this exposed to all the things, ModuleMan mans the modules Abort if the userdata modules failed to load so this doesn't screw us at some point later
… load Also check that it's not userdata
…check the module's type
…on demand Demand is literally in one place when texturizing terrain Fixes my stack overflow lel AAAAAAAAAAAAAAAAAAAAAAAAA
… should ever do that anyways... hmm)
Before merging this I want to potentially look at making some of the changes deprecated instead of entirely breaking (or at least adding support to Trez's tool to automatically update this), and also investigate why GetOfficialModuleCount was removed. |
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Refactors a buncha stuff, simplifies PresetMan by moving stuff to a new ModuleMan. Allows runtime enabling+disabling of mods, though likely needs a little extra work.
MaximDude's work