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Merge pull request #6 from Carnagion/development
Merge v2.0.1 into stable
2 parents bcd6493 + 9a32597 commit c8ce42c

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Modding/ModLoader.cs

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@@ -112,7 +112,7 @@ private static void StartupMod(Mod mod)
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// Invoke all static methods annotated with [Startup] along with the supplied parameters (if any)
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mod.Assemblies
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.SelectMany(assembly => assembly.GetTypes())
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.SelectMany(type => type.GetMethods(BindingFlags.NonPublic | BindingFlags.Public))
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.SelectMany(type => type.GetMethods(BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public))
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.Select(method => (method, method.GetCustomAttribute<ModStartupAttribute>()))
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.Where(pair => pair.Item2 is not null)
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.ForEach(pair => pair.Item1.Invoke(null, pair.Item2.Parameters));

Modot.csproj

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@@ -8,7 +8,7 @@
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<!-- Workaround as Godot does not know how to properly load NuGet packages -->
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<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
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<PackageVersion>2.0.0</PackageVersion>
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<PackageVersion>2.0.1</PackageVersion>
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<Title>Modot</Title>
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<Authors>Carnagion</Authors>
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<Description>A mod loader and API for applications made using Godot, with the ability to load C# assemblies, XML data, and resource packs at runtime.</Description>

README.md

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@@ -20,7 +20,7 @@ A more detailed explanation of all features along with instructions on usage is
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Simply include the following lines in a Godot project's `.csproj` file (either by editing the file manually or letting an IDE install the package):
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```xml
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<ItemGroup>
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<PackageReference Include="Modot" Version="2.0.0"/>
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<PackageReference Include="Modot" Version="2.0.1"/>
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</ItemGroup>
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```
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