Allow override.cfg to add autoloads to the front of the list.#113078
Allow override.cfg to add autoloads to the front of the list.#113078akien-mga merged 1 commit intogodotengine:masterfrom
override.cfg to add autoloads to the front of the list.#113078Conversation
Ivorforce
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Code and approach make sense to me.
Before merge, we should confirm that this would be a desirable resolution for mod loader authors.
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Yes, with the removal of --script this is the only way to get a clean entrypoint. This even removes the need to parse the existing project settings to avoid overriding the existing ones, so it's an even cleaner solution than before, and might remove the need to use gdre for injection entirely. Awesome 💙 |
akien-mga
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Makes sense to me.
It's not very discoverable so this should be documented.
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Thanks! |
Wait, is --script getting removed? Why? |
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Security ig. Check the linked #111909 . Not removed completely but you'd have to custom compile to enable it as far as I understand which is pretty much removal |
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Please note that the option is only removed for release builds / exported games. Editor builds continue to support |
That didn't really clarify the motivations for me. If you can still load custom scripts using override.cfg then how does disabling --script provide extra security? |
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it doesn't. unless you also disable override.cfg on project export. and hope no one just replaces the .pck (that would have been my next approach to add modding back). and that the game doesn't use resources to save/load. but that was still the intent even if perhaps not the result. but i have a feeling the minds were already made up on that topic, so imo it's best to salvage the modding approaches and rather run with this than nothing. |
Necessary to support mod loader after #111909
Allows to add
autoload_prependsection in theoverride.cfgwith autoloads to load before default project autoloads.Bugsquad edit: