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Add functionality to support constructing manifests from multiple paths #2
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From the draft //! While it's simplest to simply define all elements of the manifest in a single file, it's also possible to split the manifest into multiple files.
//!
//! This can be useful to reduce merge conflicts in a team environment, keep things organized,
//! allow for more modular content creation by grouping the content into smaller files,
//! or reduce the amount of data that needs to be loaded into memory at once.
//!
//!
//! This example showcases a simple pattern for loading manifests from multiple files. |
Hi, I would like to make a question/feature request that might be related to this issue. Using the provided example raw_items the raw manifest reads a Vec of items from a file asset. In a situation where a RawItem has tons of fields and there is a huge variety of items, it can be rather bothersome to have it all in one file. Also love the idea and see a lot of potential in it. Great job :) |
Yep, this is precisely the sort of usage pattern I had in mind. Shouldn't be challenging technically: it's mostly a matter of API design. If you have a strong proposal, feel free to open a PR and we'll take a look! |
My use case for this is that I'd like to be able to have mod authors insert their own manifests of a given type in a path and load those, merging items from their manifest into the game's runtime manifest. |
This is useful for working with dynamic loading and unloading.
It's not clear what the best path forward here is: simply passing in a vec of paths is too naive, and doesn't really properly cover the usage pattern where this would be useful.
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