There are file system limitations in gmod that don’t allow you writing files with non-whitelisted extensions. I’m not sure what kind of file system limitations will be present in S&Box, but obviously I want it to be flexible enough yet secure.
Here are some points that I personally would love to have available (at least some of them, but ideally all of them :D)
- Being able to write files with S&Box asset extensions (models, textures, maps, sounds, particles, basically every engine file format that you can load by the engine to use)
- Being able to load assets from arbitrary data buffers by a URI/GUID. We’d need a class that would construct a URI/GUID from any kind of data buffer, be it a file, a memory stream or else. So you’d do something like myModelUri = new Asset(myBuffer).Uri; myEntity:SetModel(myModelUri);
- Being able to easily refresh/reload any particular asset using a console command by its path/uri and via C# after its associated file/buffer was changed
What are the chances of any of these making it into the game?