After finding that there were more things I had to get around, I gave up on working around it. I forgot that using another branch of a forked project was a thing. With that in mind, I may as well ask something I was going to ask a few days ago.Hazelnut wrote: ↑Tue Mar 24, 2020 8:40 pm Why would you want to carry on trying to work around it? You can grab my branch and develop + test ready for when the next build is released, might be a better use of your time.
As for protection levels in object oriented languages, it's all about encapsulation but here we're taking shortcuts for expediency. I would not do the same in a professional capacity or if the software was being used for critical devices etc.
For the Live Builds, is there a way to compile "experimental" builds into a .exe like the Live Builds? The purpose being for testing mods/code alterations in the "Live" environment, not just using Unity tools. As Ralzar was having problems that one time with Meaner Monsters, where the mod functioned in his Unity environment, but when he put the .dfmod into the Live build it was not working.
Like you fixed that bug a few days ago where broken armor was not updating properly and would keep the armor value even after something broke. I changed what you did in my Unity environment and it worked as it should, but is there anyway to do that into the current Live build? Only thing I could think of would be editing the Hex values of the .exe file or something?
Excuse my ignorance if this sounds silly, just curious if i'm missing something obvious.