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Previously, only one assembly could be compiled per startup. You
could compile all of your mods by restarting the game over and
over, loading the previously compiled mods from the cache.
Now, that's not necessary.
Oh yeah, also, more bugs in the Linux "port". Yippee. Whoops.
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My first attempt at an assembly cache was a dictionary from a
Python filename to its associated assembly... except each templated
class in the file gets its own assembly.
This new format (which has different magic numbers) provides a
dictionary from a Python filename to a *list* of its associated
assemblies. This also means that the cache can remember Python
files with no associated assemblies so that they don't get scanned
again.
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It uses a meta-language and a CSharpCodeProvider on startup. I will
release a tutorial on the forums soon showing how to use it.
This commit also adds an extremely basic loading screen which shows
while Desktop is getting everything ready. Which can take a while
if you have any Python mods. Thanks, IronPython.
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