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.)

This commit is contained in:
DaloLorn
2018-07-23 17:48:48 +02:00
parent dad50e1b02
commit e96836d55b
+1
View File
@@ -347,6 +347,7 @@ bool initGlobal(bool loadGraphics, bool createWindow) {
print("Registering mods"); print("Registering mods");
devices.mods.registerDirectory("mods"); devices.mods.registerDirectory("mods");
devices.mods.registerDirectory(getProfileRoot() + "mods"); devices.mods.registerDirectory(getProfileRoot() + "mods");
devices.mods.registerDirectory("../../workshop/content/282590");
//Shortcut for the scene tree //Shortcut for the scene tree
if(devices.render) if(devices.render)