Pavel Siberx
Pavel Siberx
just in case: this only applies to `persistent` properties, but there is no issue with extending methods and other properties
A controversial moment with abstract structs is instantiation. The `Construct` op doesn't check for abstract flag, so effectively anything can be constructed. It's easy to check the flag for `new`,...
True, I think it makes sense to disallow them as fields. There's another problem with the `ISerializable` type though. This is a struct, but it must be a `ref`. Although...
There are 3 kinds of events / callbacks: 1. Based on method name To catch the event you just have to define function with the right signature and name. It's...
It should be in SDK but not in Generated.
Look at how other files are handled. 1. Remove generated comments. 2. Add generated stub that includes your manual override. After the edit you should still include generated header in...
`Scripting/Natives/Generated/anim/Rig.hpp` should include your overridden header. Look at `Scripting/Natives/Generated/ink/Layer.hpp` as an example. You can generate it by running `GameReflection::Dump()` again, but for a single file it's easier to create it...
It should be placed at `include/RED4ext/Scripting/Natives/animRig.hpp` to exclude from being generated and keep existing includes valid, no manual override in `Reflection-inl`.
This is technically doable. A potential issue is that the player can also unmark items that are still needed for some quests and lose them. To prevent this, each quest...
Not with TweakXL. It must be handled by ArchiveXL. User would have to know root entity path and appearance name.