Closed Cheemsandfriends closed 2 years ago
This currently isn't implemented due to aggressive caching on the part of OpenFL, see #38 for more details.
I will leave this issue up since I have been investigating possible means to clear said cache.
In the meantime, I suggest using the solution in the linked issue (close the application and reopen it to reload mods).
This currently isn't implemented due to aggressive caching on the part of OpenFL, see #38 for more details.
I will leave this issue up since I have been investigating possible means to clear said cache.
In the meantime, I suggest using the solution in the linked issue (close the application and reopen it to reload mods).
Wouldn't be easy with the Assets.clear()
thing of the openfl.utils.Assets import?
or do you mean like calling that without openfl?
or some FlxG.[Asset Thing, like sound, bitmap or stuff].clear
Should exist I think.
(Sorry if I'm being rude, I'm thinking of possible solutions lol)
Polymod.unloadMod(id)
was added in version 1.4.2. Note that this is functionally the same as calling Polymod.init
with a different modlist.
Imagine if you have a mod menu selection for ppl that want to load their mods. Well, It can be easily done with some coding. But What if you want to desactivate them? There should be a
Polymod.desactivate
orPolymod.deactivate
For a modLists-menu-friendly ecosystem lol