feat: package folder management - #756
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…luster folders symlinks in the shared .minecraft folder where mods stay per given cluster; changed resource packs and shader packs from working per cluster to global, every resource pack and shader pack is now being shared between clusters; added mods disabling whenever a mod is manually removed from the mods folder
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Are you sure this works on Windows without requiring either developer mode or admin permissions? I remember it being pretty strict about creating symlinks. |
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Im on windows and it worked for me. I'm not done testing it yet either, so if something comes up I'll fix it |
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Polyio from what i saw is using hardlinks instead of symlinks on windows, but I may be mistaken |
…nting to (windows); added a progress bar to the disk storage view in settings
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Commit: changed reading mods from cluster folders on launch to having cluster folders symlinks in the shared .minecraft folder where mods stay per given cluster; changed resource packs and shader packs from working per cluster to global, every resource pack and shader pack is now being shared between clusters; added mods disabling whenever a mod is manually removed from the mods folder
Description
It's a big change in the behavior of code and files.
Changed the way how mod loading/managing works. Now it its stored in the shared .minecraft/mods folder. Every cluster has its own folder labeled for example "26.2 Fabric", it's a symlink connected to the clusters mod folder. Mods can be added into the folders and they won't disappear after leaving the game, they will appear as a local file inside the launcher.
Changed resource packs and shader packs behaviour. Now they don't load per cluster, but they are global. For example, adding one resource pack to the 26.2 cluster, will be seenable in all the clusters (also inside those who are incompatible, but user can download correct version for given cluster). Now user can add resourcepack files into this folder and it will be imported as a local file inside launcher.
How global works:
Related Issue(s)
#611
How to test
I tested what I could and I had 0 bugs/problems with it, but it's preferred for someone else/more people to test it
First Feature
Second Feature
Install different packs inside launcher and manually and play with it (disable/enable/remove). If nothing breaks then it is a success (this is not a branch where dynamic packs reloading works, so everytime it will need a restart)
Third Feature
Again, it would be great if more people tested it before it will be pushed to prod (I'll be testing it more too)
Documentation
No