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Modular Resources #6331
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Modular Resources #6331
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…t messing up packaging
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Drafted until test fails fixed. |
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holy peak |
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Realized test fails are not related. |
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how does it treat e.g. Modules/Goob/Resources/door.rsi and Resources/door.rsi |
PJB3005
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You're really going to have to justify why downstreams can't do the far simpler solution of having top-level folders inside Resources, as others have pointed out.
Yeah your totally right, downstreams could just use For example if it is chosen to keep the manifest loading section of this pr: I am totally willing to continue this discussion, as I have a lot more thoughts! |
This is both incorrect and misunderstanding how modern game engines actually work. This is not up for debate. We aren't having this feature. One resources folder. |
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This is a formal warning that these kinds of comments are not welcome in our community. Be productive. |


Motivation for this Pull Request
Currently, downstreams are forced to mix their custom assets into the monolithic
Resources/directory. To keep files organized, resorting to what I will dub the "Underscore Hack"--prefixing folders with_(e.g.,_Goobstation,_Corvax) just to group files together.The Results:
Features are split across multiple of
Resources/"root" directories instead of being contained in a single module, which is less than ideal to maintain.The Solution:
This PR introduces Modular Resource Loading. It allows a fork to mount entirely separate physical directories (e.g.,
ModResources/) alongside the standardResources/folder. The engine treats these as native VFS roots without forcing them to live inside the standard directory structure.Tested
SpriteComponent.Technical Analysis
This may not have been implemented in the best way so any suggestions are very welcome.