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--setup-create-override-cfg cli arg #99
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--setup-create-override-cfg cli arg #99
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@@ -58,7 +59,11 @@ func try_setup_modloader() -> void: | |||
if is_loader_set_up() and not is_loader_setup_applied(): | |||
modloaderutils.log_info("ModLoader is set up, but the game needs to be restarted", LOG_NAME) | |||
ProjectSettings.set_setting(settings.IS_LOADER_SETUP_APPLIED, true) | |||
var _savecustom_error: int = ProjectSettings.save_custom(modloaderutils.get_override_path()) | |||
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if is_setup_create_override_cfg: |
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why is this here and not only in setup_modloader? shouldn't everything be set up already?
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ProjectSettings.set_setting(settings.IS_LOADER_SETUP_APPLIED, true)
Only to save this setting.
This will be fixed in one of the next PRs by using the method of #96
store log backups and rotate them like godot
We can leave this open until I fixed the double pck patching. |
Previously this func would not log to the file, which means it wouldn't show in the godot.log during mod development. Note: Unlike the `"error"` condition, I've only used `push_error` instead of also using `printerr`, because `push_error` also seems to print the error already (incl. the `ERROR: ` prefix, which `printerr` doesn't include)
Reduce manifest.json debug log length
…elog `log_fatal` - add the missing log to file
…m/KANAjetzt/godot-mod-loader into setup_create_override_cfg_cli_arg
Adds cmd arg:
--setup-create-override-cfg
Forces the setup to create the
override.cfg
in the game base directory.Skips the
project.binary
injection.The project binary injection is skipped in that case.