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[FEATURE] Mod Menu #4223
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[FEATURE] Mod Menu #4223
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Why are contributors in a button? 😭 There's so much space left aswell for the mods page to look bigger Tho respect the work. |
Because it opens a different window and I'm not sure how long a typical mod's description is - could be only a sentence or an entire paragraph long, which is why the description takes a lot of space |
Place it over Dependencies , not in Description |
I'm sorry but that would require me to draw an asset for the main menu and not only would it be out of place but it would also probably not be something typically in line for a code pr |
Wait a minute, fuck our repos are linked managed to restore it, i need to stop forgetting i linked my repo to yours |
Is it cause of that one time we collabed on the character creator? |
yup |
The unused mod menu class could probably be deleted in this https://github.com/FunkinCrew/Funkin/blob/develop/source/funkin/ui/options/ModMenu.hx |
this looks awesome a couple suggestions i think would be cool!!
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that would be cool but it probably wouldnt work with zipped mods? |
It could work but it'd require decompressing the zip like how FNFCs do it probably (If we're opening them in-game) |
I've added most of the requested features above + some of my own (for example disabling a dependency disables all of the mods that depend on it while enabling a mod that requires dependencies also enables the dependencies) If there are any more critiques or suggestions, let me know! 2025-02-27.06-57-14.mp4 |
these would both probably require either changes to polymod (cuz
also this confuses me... this is kinda how most dependency systems in games are supposed to work if a mod is a required dependency of another and is disabled then the dependent mod should also be disabled as it cant reliably run without it and might error or crash or whatever and if a mod has required dependencies and is enabled it should also enable those dependencies for the same reason as above (or stay disabled/do nothing if one or more arent found in the list) |
also some more suggestions
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Alright so what I mean:
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ohhh wait the confusion was from how "dependency" was defined lol i agree with that i meant "dependencies" of a mod as in the list of mods it requires (optionally or not) to function |
Note
UI is inspired by lemz' take of a mod menu (currently lost media) however it has some additions.
The menu
This mod menu allows you to not only load and unload specific/all mods, but to also view some information about the mod, like the description or the list of contributors.
i had the editor since the stage editor engine i.e. fork that used to have my stage editorOh and also once the assets sorting experiment gets merged I'll update this to include a sort of mod maker thing that eric talked about there
Footage
2025-02-27.06-57-14.mp4