Releases: GodotModding/godot-mod-loader
v6.2.0
Minor Release v6.2.0
In this update, we introduce a new feature for game developers to set Mod Loader options in a more flexible way. The new option system allows for configurations based on feature flags, enabling different settings for the mod loader depending on the context, such as the editor or published game builds.
Pull Requests
New Features
Refactors
- refactor: ♻️ demote log messages by @KANAjetzt in #330
Full Changelog: v6.1.0...v6.2.0
v6.1.0
Minor Release v6.1.0
This update addresses a performance issue related to the new script extension sorting introduced in v6.0.0. It also includes a refactor of the mod_main.gd
initialization to no longer require the modLoader
parameter in the _init()
function.
🚨 Breaking Changes
Please note that this update may break mods that still rely on the modLoader
argument in their _init()
function. To mitigate this, a fallback and deprecation warning has been implemented that passes self
as an argument if any arguments are detected in the mod_main.gd
_init()
function.
Pull Requests
New Features
- feat: Implement a cache of script inheritence by @boardengineer in #314
Refactors
Chores
- chore: ⬆️ update version const for v6.0.3 by @KANAjetzt in #320
- chore: ⬆️ update version const for v6.1.0 by @KANAjetzt in #325
Other Changes
- ci: ♻️ no longer ignore the main branch by @KANAjetzt in #323
Full Changelog: v6.0.2...v6.1.0
v6.0.2
Patch v6.0.2
This patch addresses an issues related to the new user profiles introduced in v6.0.0. It also includes an update for the manifest validation.
See the Patch Notes v6.0.0 for a full list of changes made with the latest major update.
🚨 Breaking Changes
Additionally to the breaking changes listed for v6.0.0
It may break mods that have the same mod_id
listed in both optional_dependencies
and dependencies
or load_before
and incompatibilities
. However, since the optional_dependencies
and load_before
feature was introduced in v6.0.0, it is highly unlikely that such conflicts exist.
Pull Requests
Bug Fixes
- fix: 🐛
ModData
init and uninstall detection by @KANAjetzt in #307
Validation
- refactor: ♻️ unique ids
optional_dependencies
-dependencies
by @KANAjetzt in #308 - refactor: ♻️ unique ids
load_before
-incompatibilities
by @KANAjetzt in #312
Other Changes
- chore: ⬆️ update version const for v6.0.2 by @KANAjetzt in #309
- v6.0.2 by @KANAjetzt in #310
Full Changelog: v6.0.1...v6.0.2
v6.0.1
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.
See the Patch Notes v6.0.0 for a full list of changes made with the latest major update.
🚨 Breaking Changes
Additionally to the breaking changes listed for v6.0.0
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.
Pull Requests
Bug Fixes
- 🐛 added missing
static
(#291) (0434f74) - 🐛
current_user_profile
reference touser_profiles
(#293) (3228cb2) - 🐛 check if mod zip is structured correctly (#303) (8327385)
- 🐛 Fix ModLoaderUtils log deprecation using
ModLoader.*
(#300) (54018b2)
Refactors
- ♻️ reworked disabling mods via user profile (#297) (21dea2a)
- ♻️ reworked mod uninstall detection (#298) (ee7312a)
- ♻️ lowered the log level from fatal to error (#304) (4bad0c1)
Style
Other Changes
6.0.0 - Major New Features & Breaking Reworks
Major New Features
Most notable features of this release:
Steam Workshop Support
- ModLoader now has native support for Steam Workshop!
- Special thanks to Blobfish, the developer of Brotato, for layout the groundwork for workshop support.
- Game developers might also like to try Blobfish's mod uploader, Godot Workshop Utility, which was recently updated to support tags.
- More info: #148
New Config System
- Every mod now has its own config JSON file, with a robust system behind the scenes that allows for precise data validation.
- There are lots of new methods for interacting with a mod's configs, enabling modders to create powerful GUIs to alter and save them.
- More info: #237
User Mod Profiles
- User profiles let you decide which mods you want active, letting you swap between different sets of mods as needed.
- More info: #214
Runtime Mod Disabling
- You can now enable or disable mods while running a game!
- This was one of the most requested features, and we're delighted to now support it!
- More info: #203
Inheritance Checks for Script Extensions
- Installing a script extension now follows the parent/child hierarchy correctly, which fixes a roadblock many mods have faced.
- You might never notice this, but it's a much-needed improvement that allows modders to edit a lot more scripts.
- More info: #124, #277
ModLoader Options
- A new panel in the editor lets you tweak lots of settings, to help you develop mods faster and easier. Notable options include:
- Enable/disable all mods.
- Disable certain mods (this lets you keep all your mods in a single project, without them interfering with each other).
- Change the log level to be more or less verbose.
- Override the paths to your mods.
- To edit them, open
res://addons/mod_loader/options
. From here, you can open options.tres in the Inspector, then click the resource name in the "Current Options" setting to expand it and edit the options. - These options also support multiple profiles, by dragging and dropping a profile resource file into the Current Options. Some examples are provided in the profiles directory.
- More info: #145, #160
Logging Changes
- Logs are now stored in memory, and have lots of new API methods via the new
ModLoaderLog
class. - This grants support for modders and developers to do things like creating terminals that display logged messages in-game, with the option to filter by log type (debug, success, info, warning, error).
- More info: #205
Known Issues
- When switching from a profile where a mod is inactive to a profile where the same mod is active, the active state of all other profiles is automatically set to active as well.
Breaking Changes
We've refactored the code to be easier to use, more robust, and give better indications of what's available for public use (everything in the api
directory) vs. what parts are strictly internal (everything else, plus any classes or methods that start with an underscore (_
).
In v6 we've also added new methods for deprecation (#156). This keeps existing mods working, but also provides a warnings if you're using an outdated method, with the warning telling you exactly which method to use instead.
View the Breaking Changes page on the wiki for more details on the changes needed in your mods.
Pull Requests
New Features
- #124 - (
f92b68d1
) ✨ Inheritance checks for script extensions - #137 - (
4399abf4
) ✨ Config JSON: Swap status codes 1 and 2 (closes #131) - #138 - (
01983b7c
) ✨ Config JSON: Only log notice for no custom JSON once - #139 - (
0c304075
) ✨ Addcode_note
func, and use it to show a helpful message inlog_fatal
- #142 - (
00529d01
) ✨ Config JSON: Add API methods for saving data - #143 - (
0a56d516
) ✨ Utility: Add 2 funcs for saving data to files - #145 - (
e01a5d5d
) ✨ ML Options: Add the groundwork for loading custom options - #148 - (
b4d31bcf
) ✨ Workshop Support - #149 - (
3f35b8c9
) ✨ Uncommentcode_note
code in file saving API methods - #156 - (
61132ddf
) ✨ API: Add methods for deprecation + API Folder - #160 - (
eaf52c2b
) ✨ Options: Add option to skip mods by mod ID - #162 - (
90bd4c61
) ✨ Addedget_as_dict()
function to ModManifest Class - #172 - (
4f2ea000
) ✨ ModLoaderStore: New singleton to store data - #175 - (
09cf37e9
) ✨ ModManifest - Addedto_json()
function - #185 - (
7649406a
) ✨ added load_before - #188 - (
ea7e5389
) ✨ Added optional dependencies - #194 - (
28ce51b3
) ✨ Added validation forload_before
- #195 - (
c0a5624f
) ✨ added_reset_extension
- #198 - (
f11fb718
) ✨ added_remove_extension
- #203 - (
d3c35cfe
) ✨ Mod reloading - #205 - (
a14a6325
) ✨ Store Logs + refactor: ♻️ Logging - #207 - (
f8185e05
) ✨ Option to skip deprecated fatal error - #210 - (
f64d8df5
) ✨ Addedonly_once
parameter to all log funcs - #214 - (
b9ad9a5c
) ✨ Add user profiles - #222 - (
36472bb2
) ✨ AddedModLoaderDependency
Class
Bug Fixes
- #134 - (
3c19fddf
) 🐛 Validation: Don't allow mods to include themselves as dependencies or incompatibilities - #168 - (
6f9068b8
) ✏️ Fix typo hypen -> hyphen - #176 - (
8f669f09
) ✏️ Fix typo:improt
->import
- #183 - (
40ae4f18
) 🐛 Circular dependency check - #184 - (
93e6cab4
) 🐛 Continue check if circular dep is detected - #201 - (
41b1801c
) 🐛 Self setup chicken and egg problem - #202 - (
80fea721
) 🐛 Check for min length 3 in namespace and name - #215 - (
34bcb833
) 🐛 Check if a modis_loadable
- #234 - (
a8b22394
) 🐛 WrongUNPACKED_DIR
reference - #235 - (
97eda11f
) 🐛 Fix wrong function call - #276 - (
8f030b2
) 🐛 Always use warnings for deprecations in standalone builds - #276 - (
286f296
) 🐛 Transitive Comparator for script sorting - #278 - (
90334fc
) 🐛 log stack only saved for logged_messages.all
...
v5.0.1
Features
Major
- ModLoader can now be automatically installed (see #75 and #89, and #8 for more context)
- Overwrites have a dedicated file, overwrites.gd (see #14 and #74)
Minor
- Code style overhaul: The code is now cleaner and easier to read, and follows Godot's style guide
- The mods.log file is now handled similarly to godot.log, with new versions being created and removed as needed (see #100)
- Lots of validation improvements
Breaking Changes
New validation may make existing mods invalid:
- #71 - Disallow leading zeros and overly long versions
- #91 - Mod IDs listed in a mod manifest's
dependencies
andincompatibilities
are now validated
Full Change List
- Improve static typing and style #69 by @Qubus0
- upgrade semver validation to disallow leading zeros and overly long versions by @Qubus0 in #71
- Fix missing logging in mod manifest by @Qubus0 in #72
- fix mods dir path not being overridden by @Qubus0 in #76
- Self setup by @Qubus0 in #75
- Improve static typing and style by @Qubus0 in #69
- fix type inference of game_mod_folder_path by @Qubus0 in #77
- remove run.gd, as it's no longer needed by @Qubus0 in #78
- Add overwrite functionality by @KANAjetzt in #74
- Fix typo with
modloaderutils
by @ithinkandicode in #84 - Fix lint issues by @ithinkandicode in #85
- Fix typo in
_handle_missing_dependency
by @ithinkandicode in #90 - Add version constant by @ithinkandicode in #93
- Project binary injection by @KANAjetzt in #89
- Fix global class registration by @Qubus0 in #95
- Assert modloader is first autoload by @ithinkandicode in #96
- Validate dependencies and incompatibilities by @ithinkandicode in #91
- --only-setup cli arg by @KANAjetzt in #94
- store log backups and rotate them like godot by @Qubus0 in #100
- Reduce manifest.json debug log length by @ithinkandicode in #101
log_fatal
- add the missing log to file by @ithinkandicode in #102- --setup-create-override-cfg cli arg by @KANAjetzt in #99
- Utils for ModLoader autoload position by @KANAjetzt in #104
- fix: properly parse all types of command line arg values by @Qubus0 in #103
- Check modloader autoload position on setup by @KANAjetzt in #105
- Downgrade the missing
mods
dir error to a warning by @ithinkandicode in #107 - Config JSON Tweaks by @ithinkandicode in #108
- ✔ added checks for override.cfg setup by @KANAjetzt in #110
- Validate file exists for
add_translation_from_resource
by @ithinkandicode in #118 - v5.0.1 by @KANAjetzt in #123
Full Changelog: v4.1.0...v5.0.1
v4.1.0 - Fixes and minor improvements
Includes a few fixes and small improvements to the code. Major work is now being done on the develop
branch, so this might be the last major release for a little while, aside from potential bugfixes.
What's Changed
- Add counts for debug purposes by @otDan in #65
- smaller fixes for utils json as dict by @Qubus0 in #66
- add command line arg to ignore specific log names by @Qubus0 in #67
- fix validating mod dir name by @Qubus0 in #68
- fix log-ignore flag by @Qubus0 in #70
Full Changelog: v4.0.0...v4.1.0
v4.0.0 - Major Refactor
ModLoader has been refactored by @Qubus0. See PRs ##60, #62, and #63 for details.
Refactor
The refactor has split the old single file of mod_loader.gd into 4 files:
Filename | Description |
---|---|
mod_loader | Same as before: The main entry point that sets up mods. Loads mod data to the virtual filesystem, loops over them, and initialises them. |
mod_data | Stores and validates all Data required to load a mod successfully. If some of the data is invalid, [member is_loadable] will be false. |
mod_manifest | Stores and validates contents of the manifest (ie. Author-ModName/manifest.json). |
mod_loader_utils | All utility funcs have been moved to here, including logging and getting CLI args. |
Breaking Changes
- ModLoader has been moved to the
res://addons/
directory.- The new location is autoloaded in the same way the old one was, with the same file (mod_loader.gd).
- Nothing else needs to change in your autoloads. There are other new classes, but they'll be loaded automatically.
- Logging in mods is now handled via the ModLoaderUtils class, which provides a host of new logging options. The following changes will be needed in your mods:
ModLoader.mod_log
->ModLoaderUtils.log_info
ModLoader.dev_log
->ModLoaderUtils.log_debug
- See also: Breaking changes from v3.1.0
What's Changed
- README - Migrate content to wiki by @ithinkandicode in #57
- README - Fix wiki links by @ithinkandicode in #59
- Move mod_loader into an addon folder by @Qubus0 in #50
- Serialize into ModData and ModDetails by @Qubus0 in #60 (major change)
- Split off logging and utils by @Qubus0 in #62
- Move other utils by @Qubus0 in #63
- Minor fixes to
manifest
by @ithinkandicode in #64
Full Changelog: v3.1.0...v4.0.0
v3.1.0 - Config JSONs, Manifest, Maintenance
Includes many fixes and improvements, and some major breaking changes.
New Features
Config JSONs:
- You can now access user-defined settings in from a mod-specific JSON file.
- You can also set your mod's default settings in its manifest.
- Usage docs on the wiki: Config JSON
- API docs:
get_mod_config
- More details in PR #31
Breaking Changes
- All funcs have been converted to snake_case. See the required replacements in PR #32
- meta.json is renamed to manifest.json, and its required keys have changed
- See
REQUIRED_MANIFEST_KEYS_ROOT
andREQUIRED_MANIFEST_KEYS_EXTRA
inmod_loader.gdmod_manifest.gd
- See
What's Changed
- Fix not getting mod ID from
extra.godot.id
in PR #27 by @ithinkandicode in #30 - Add cli argument for mod folder path by @otDan in #28
- Convert to snake case by @ithinkandicode in #32
- Return an empty dictionary on error for
_get_json_as_dict
by @ithinkandicode in #43 - Add named subfolder support to
_get_local_folder_dir
by @ithinkandicode in #44 - Fix
dev_log
using an empty string as the default formod_name
by @ithinkandicode in #41 - Add required tag:
namespace
by @ithinkandicode in #39 - Migrate bulky README content to Wiki by @ithinkandicode in #37
- Add required tag:
compatible_modloader_version
by @ithinkandicode in #40 - Improve Comments by @ithinkandicode in #42
- Rename CLI arg
mod-dev
tolog-dev
by @ithinkandicode in #38 - Log resource path in
add_translation_from_resource
by @ithinkandicode in #46 - Fix not using camelcase for
save_scene
by @ithinkandicode in #45 - improve date padding and formatting for logs by @Qubus0 in #49
- fix local folder for osx by @Qubus0 in #48
- add basic gitignore by @Qubus0 in #47
- Readme fixes (compatible modloader version, indent with tabs) by @ithinkandicode in #52
- Config JSON by @ithinkandicode in #31
- Remove
id
meta tag and validate mod ID by @ithinkandicode in #51 - README - remove
id
from example json by @ithinkandicode in #55
New Contributors
Full Changelog: v3.0.0...v3.1.0
v3.0.0 - Renames & Manifest Updates
Breaking Changes
- Two files have been renamed:
ModMain.gd
->mod_main.gd
_meta.json
->manifest.json
- The structure of the manifest JSON has changed.
- See README.md for an example.
- This file was previously named
_meta.json
What's Changed
- (1.0.0) - ✔ removed gdunzip dependency by @KANAjetzt in #1
- (2.0.0) - Docs + Fixes + Minor Edits by @ithinkandicode in #6
- (2.0.0) - Add support for loading unpacked ZIPs by @ithinkandicode in #10
- Improve logging of mod_loader_order by @ithinkandicode in #25
- Rename to "mod_main.gd" and "manifest.json" by @ithinkandicode in #26
- Update manifest key validation to match Thunderstore requirements by @ithinkandicode in #27
New Contributors
- @KANAjetzt made their first contribution in #1
- @ithinkandicode made their first contribution in #6
Full Changelog: https://github.com/GodotModding/godot-mod-loader/commits/v3.0.0