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lines changed Original file line number Diff line number Diff line change @@ -49,7 +49,7 @@ static func _get_fixed_cmdline_args() -> PackedStringArray:
4949static func fix_godot_cmdline_args_string_space_splitting (args : PackedStringArray ) -> PackedStringArray :
5050 if not OS .has_feature ("editor" ): # only happens in editor builds
5151 return args
52- if OS .has_feature ("Windows " ): # windows is unaffected
52+ if OS .has_feature ("windows " ): # windows is unaffected
5353 return args
5454
5555 var fixed_args := PackedStringArray ([])
Original file line number Diff line number Diff line change @@ -5,7 +5,7 @@ extends RefCounted
55# This Class provides util functions for working with paths.
66# Currently all of the included functions are internal and should only be used by the mod loader itself.
77
8- const LOG_NAME := "ModLoader:Path3D "
8+ const LOG_NAME := "ModLoader:Path "
99const MOD_CONFIG_DIR_PATH := "user://configs"
1010
1111
@@ -14,7 +14,7 @@ const MOD_CONFIG_DIR_PATH := "user://configs"
1414static func get_local_folder_dir (subfolder : String = "" ) -> String :
1515 var game_install_directory := OS .get_executable_path ().get_base_dir ()
1616
17- if OS .get_name () == "OSX " :
17+ if OS .get_name () == "macOS " :
1818 game_install_directory = game_install_directory .get_base_dir ().get_base_dir ()
1919
2020 # Fix for running the game through the Godot editor (as the EXE path would be
Original file line number Diff line number Diff line change @@ -70,7 +70,7 @@ static func _get_path_to_workshop() -> String:
7070 # Reconstruct the path, now that it has "common/GameName" removed
7171 path = "/" .join (path_array )
7272
73- # Append the workgame 's workshop path
73+ # Append the game 's workshop path
7474 path = path .path_join ("workshop/content/" + _get_steam_app_id ())
7575
7676 return path
Original file line number Diff line number Diff line change @@ -312,7 +312,7 @@ static func _load_mod_zips(zip_paths: Array[String]) -> int:
312312 return loaded_count
313313
314314
315- # Instance every mod and add it as a node to the Mod Loader.
315+ # Instantiate every mod and add it as a node to the Mod Loader.
316316# Runs mods in the order stored in mod_load_order.
317317func _init_mod (mod : ModData ) -> void :
318318 var mod_main_path := mod .get_required_mod_file_path (ModData .required_mod_files .MOD_MAIN )
Original file line number Diff line number Diff line change @@ -11,7 +11,7 @@ const LOG_NAME := "ModLoader:SetupUtils"
1111static func get_local_folder_dir (subfolder : String = "" ) -> String :
1212 var game_install_directory := OS .get_executable_path ().get_base_dir ()
1313
14- if OS .get_name () == "OSX " :
14+ if OS .get_name () == "macOS " :
1515 game_install_directory = game_install_directory .get_base_dir ().get_base_dir ()
1616
1717 # Fix for running the game through the Godot editor (as the EXE path would be
@@ -153,7 +153,7 @@ static func _get_fixed_cmdline_args() -> PackedStringArray:
153153static func fix_godot_cmdline_args_string_space_splitting (args : PackedStringArray ) -> PackedStringArray :
154154 if not OS .has_feature ("editor" ): # only happens in editor builds
155155 return args
156- if OS .has_feature ("Windows " ): # windows is unaffected
156+ if OS .has_feature ("windows " ): # windows is unaffected
157157 return args
158158
159159 var fixed_args := PackedStringArray ([])
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