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ithinkandicodeKANAjetzt
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downgrade the missing "mods" dir error to a warning (GodotModding#107)
because the notice is most likely to be seen by modders in the editor, who won't be using the `mods` dir
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addons/mod_loader/mod_loader.gd

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -213,10 +213,10 @@ func _load_mod_zips() -> int:
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var dir := Directory.new()
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if not dir.open(game_mod_folder_path) == OK:
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ModLoaderUtils.log_error("Can't open mod folder %s." % game_mod_folder_path, LOG_NAME)
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ModLoaderUtils.log_warning("Can't open mod folder %s." % game_mod_folder_path, LOG_NAME)
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return -1
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if not dir.list_dir_begin() == OK:
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ModLoaderUtils.log_error("Can't read mod folder %s." % game_mod_folder_path, LOG_NAME)
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ModLoaderUtils.log_warning("Can't read mod folder %s." % game_mod_folder_path, LOG_NAME)
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return -1
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var has_shown_editor_warning := false

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