- Mod manager: implemented disabling/enabled mods
- Mod manager: visualize duplicated mods and mods with conflicting guids
- Added namespace system for avoiding conflicts with other mods and built-in assets (see testmod project for example)
- It's now possible to access global variables and functions defined in mod_main.lua (and imported scripts) from level scripts
- Bug fix: starting Deathtrap Dungeon mission crashes the game
*** IMPORTANT ***
Custom assets defined in mods should use a special namespace to avoid conflicts with other mods and built-in assets. For example, consider that two mods both define an object called "test_obj". When the object is used in scripts or placed in a level, the game would not know which of these two objects the name refers to. Therefore, asset names should be prefixed with an *unique namespace*. To make this easier to do (less typing) and less error prone build 1.1.7 adds support for a namespace system for mods.
The namespace of a mod should be the first thing in mod's mod_main.lua file. For example, the testmod in Github starts with:
Code: Select all
namespace "ctrl_alt_ninja_testmod"
Code: Select all
def_object{
name = "$mod.test_sphere",
model = "mod_data/models/sphere.fbx",
}
See the testmod project in Github for more examples.