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Basic hot reload support for mod development #160
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41c9f54
build: copy files to <CopyDir> if set
jakobhellermann a8d1c21
hot reload: load mods from `ModsHotReload` folder
jakobhellermann 3d45283
hot reload: just reload mods from regular mods folder
jakobhellermann 7f96f2c
hot reload: add mod directories to hot reload search path
jakobhellermann 82f5fb1
hot reload: fix out of order event processing and idempotence
jakobhellermann 723c58e
hot reload: read debug symbols
jakobhellermann 9e4a3e4
hot reload: silence warning and hot reload only after startup
jakobhellermann 9ef2793
hot reload: handle events in unity update thread
jakobhellermann 0325ec9
hot reload: make configurable via `EnableHotReload` setting
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This seems rough, not because of needing to destroy stuff in unload but because it makes a reload costly.
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Costly compared to what?
The regular use case should be unchanged, even with
EnableHotReload
enabled, and only subsequent changes will incur the extra assembly overhead.And I think even that overhead is not too bad, when developing with scriptengine in nine sols I rarely had to restart the game because it became laggy after too many hot reload cycles.