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man this new code patcher looks way better than what gdweave had going, good stuff really excited to see what comes out of this

order should be stable based off mod ID (I think? maybe I broke it? lol) and you can specify other mod IDs to patch before/after

my honest dear advice is to not care because it shouldn't be something you are concerned about as the game developer

Is this my cue to work on my Scrapland no loader/patcher thingy? maybe! do I already have a million other projects? yup! Should I make a blog? also maybe!

does godot know about any of the Arcane Weirdness ? is it something they plan to fix or is it just tech debt forever

tmk none of these issues have been reported yet but I was planning to file issues once we had a site to point to

Are you planning to implement any sandboxing? Right now the godot modding is essentially giving access to the entire userspace.

we could potentially look into something like that since we control every script that a user adds, but tbh GDScript isn't very secure in general and most mod loaders for other game engines can't and don't add any sandboxing either (e.g. BepInEx, Fabric, ...)

Yeah - if Godot plans to implement GDScript sandboxing then potentially, but currently we would need to sandbox it ourselves somehow which seems extremely challenging. We could sandbox patchers but there would be no real benefit, since you could just add a malicious autoload anyway

Yeah I was about to say. I'm not as familiar with GDScript as I am with C#, but if you're able to arbitrarily patch a script at runtime you are able to give a malicious actor access to the user's file system