Mod loader#453
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# Conflicts: # CMakeLists.txt
PJB3005
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Apr 24, 2026
PJB3005
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Didn't review the hooking code or any of the build stuff yet
Also just some code cleanup
Probably necessary if we're gonna be replacing game files etc
Mods can now replace DVD files with contents of their "overlay" folder (I'll update the docs later when I do a full pass and make non-code mods more of a first-class citizen) Fixes #1306
Unicode fixes
Each mod must have a unique ID
We love RAII
Allows us to re-enable PCH on RmlUI. We'll likely need to rethink how this works anyways IMO.
Avoid funny business.
…registered CVars. Now we store the raw JSON value in memory for unregistered CVars. Intended to be used for mod CVars, as we obviously can't statically define all of those. CVar names are now stored as an std::string, so the lifetime is easy to manage when dynamically registered. CVars cannot be moved/copied anymore. We had some code that was accidentally relying on this, and I fixed that.
We now register a CVar for mod enablement for each mod. Also made LoadedMod stored in unique_ptr because we keep pointers to them already, and I'm entirely uncomfortable with keeping pointers to the vector directly.
…nversions with ranges)
This was for the code mods toggle before I moved the checking logic to CMake.
Avoid config shenanigans
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