I'm not a professional programmer, so i can't comment properly on this, but as a "hobby" programmer I've found the documentation in the API sufficient to help me figure out various issues i've ran into.
No worries and yes API documentation such as (swagger) is sufficient for a single stand alone API. You can argue that code should document itself (at a code level) but swagger is great for throwing in tests requests without having to dig out something like Postman. when you work professionally in a corporate environment, you end up integrating your API with other dependencies, it might be other teams' API's and external databases, etc.
So you have to network and secure your apps and they have to orchestrate of a more complex, bigger picture. That's where other layers of documentation come in like UML diagrams, backstage or Consul (service discovery) When I was a junior dev I never used to give much thought to documentation, but it's really useful in bigger organisations especially when people leave and you need that quick visual knowledge on a system, or set of systems.
With mod compatibility, this would be annoying, if Alex pushed an update every week, which may or may not break mods, that would increase the workload of modders to ensure their mods are compatible, not good for the modding community.
And often features Alex is working on (quest lines, new features/mechanics) take a long time to produce and are not suitable to be released in small chunks, so don't work with this idea.
Agreed, but we never used to be forced to update unless we clicked an update button, not sure if that's still the case. I'd imagine a mod has a certain supported version so we would obviously still need a system to use a specific version.
I've tried mods and personally prefer the vanilla game so would just stick to mainline master branch. But the option should still be there, I wouldn't imagine that being too much of an issue.
I don't remember the specifics on why Alex has some of the game code obfuscated, but I'm sure he has a good enough reason, and he will de-obfuscate code if modders have a good reason to want access to it, so i (personally) have no issues here.
Every codebase ever written will have levels of obfuscation, messy coupled code, it's normal. But you have to sometimes spend lots of time liberating code, breaking dependencies, simplifying code. Code rots over time when it isn't maintained.
last time I asked about this they have done a lot of clean-up, so I imagine Alex has deleted a lot of stuff and pulled things apart to try and give things more single responsibility. I can imagine that's really hard in terms of a game development because everything almost needs to know about everything else, so dependencies will naturally get quite messy. Be interested for one of them to take me through the code base on a screen share and explain some of it potentially.
Also the edit post button exists for a reason, please use it rather than posting the same thing four times in a row.
As stated I did press edit but for some reason it was spawning a new window and leaving the old post, might of been doing something dodgy, it wasn't intentional.
It's not really hurting you either so not sure why you felt necessary to bring up an honest mistake, but hey ho.