The client now tries to fetch Steam Workshop mods if inserted into a Steam copy of the game. (It does not, technically, know if it's in a Steam build, but it'll fail just as gracefully as it would if the "mods" directory were missing... *quite* gracefully, thank-you-very-much.)
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@@ -347,6 +347,7 @@ bool initGlobal(bool loadGraphics, bool createWindow) {
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print("Registering mods");
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print("Registering mods");
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devices.mods.registerDirectory("mods");
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devices.mods.registerDirectory("mods");
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devices.mods.registerDirectory(getProfileRoot() + "mods");
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devices.mods.registerDirectory(getProfileRoot() + "mods");
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devices.mods.registerDirectory("../../workshop/content/282590");
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//Shortcut for the scene tree
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//Shortcut for the scene tree
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if(devices.render)
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if(devices.render)
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