Kubulambula / Godot-GDShell

Light-weight, powerful, customizable and modular in-game console for Godot 4.
https://godotengine.org/asset-library/asset/1526
MIT License
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`pck` [?] command #25

Open tryoxiss opened 1 year ago

tryoxiss commented 1 year ago

I don't really know what this command should be called, but it would be nice to have a simple command that loads a PCK at runtime given a file path. It would be done with ProjectSettings.load_resource_pack(file), so it would be simple to implement.

Possibly res:// could be provided, so you just need to specify the file path within that. It is actually reccommended you load mods from user://, so if we provide anything that should be it.

Sorry for posting two issues in a row, just some things I was thinking of.

Kubulambula commented 1 year ago

I can see this being used for some niche problems with game patching or DLCs, but it would be unsafe to have it deployed in release builds. We could make an export script that would handle this.

I opened a proposal with the first idea that came to my mind.

Sorry for posting two issues in a row, just some things I was thinking of.

No problem at all! Whilst don't have time to work on this project, I'm really happy, that someone is paying attention to it!

tryoxiss commented 1 year ago

Yeah, I release its very nieche but seems easy to implement (I believe I got a working version of it already actually, but its hard to test) and helps with the ocasional debugging thing. I thought of it because I was working on a basic mod loader for a project template and realised it would be nice to load them arbitrary.

Kubulambula commented 1 year ago

It's very simple as it essentially just calls one engine method with the correct arguments. This should be really easy and quick to implement.