#[WIP] Unity AssetRipper / Fixer

1 messages · Page 6 of 1

jaunty horizon
#

yeah idk man

#

everyone else is saying it works fine out the box

thorny fox
#

i feel like i recall this happening to me ages ago also

jaunty horizon
#

i tried it on a fresh project

thorny fox
#

same

flat stag
#

No sorry, unless you didn't download the appropriate packages mentioned in the tutorial it shoooould be fine

jaunty horizon
#

i have everything required 🤷

thorny fox
#

same

flat stag
#

Yeah no idea then

jaunty horizon
#

same

flat stag
#

I guess you could try downloading a more up to date version of some stuff like the .NET but I don't think that'd make it eork

foggy dagger
#

i did rip it without any problem....

flat stag
#

Work

thorny fox
#

well

#

AUGh

#

i downloaded 9.0

flat stag
#

Which version did you download?

thorny fox
#

i meant to say

flat stag
#

Yeah that's the one that's supposed to work

thorny fox
#

i redownloaded everything

#

to double check

flat stag
#

You could try 10.0, not sure

thorny fox
#

IF ANYONE IS EXPERIENCING THIS ERROR

make sure you use the link DIRECTLY from the dawnlib tutorial page, DO NOT visit the actual link, the links inside there are not the same

abstract swan
#

Ah yeah. I did that on V73

flat stag
#

😭

lilac pelican
#

xu you really should make them as text

#

or at least add a disclaimer or some text right above

flat stag
#

Yeah I will when I'm next on

#

The amount of people that click it despite saying to copy it is too many

sterile hamlet
#

Maybe you could do like https://github.com/Skeleton-Studios/unity-project-patcher/tree/lc-v80-fixes?

#

Not sure if it'd work though

#

But that sends you to the branch even if you click on it

flat stag
#

It shouldn't be clickable if I do it like that

#

I'm just gonna let someone get unlucky if they do that while I'm still in bed

sterile hamlet
#

Oh no I just mean that specific link instead of the one that sends you to main branch if you click on it

#

I dunno if it'd work though

lilac pelican
sterile hamlet
#

Yeah I'm just wondering if https://github.com/Skeleton-Studios/unity-project-patcher/tree/lc-v80-fixes would work the same as https://github.com/Skeleton-Studios/unity-project-patcher.git#lc-v80-fixes

#

In terms of being pasted into package manager as a link from git

lilac pelican
#

easy to find out

sterile hamlet
#

Lol

sterile hamlet
#

🥀

jaunty horizon
#

and i'm proud to say

#

it did not work for me

sterile hamlet
jaunty horizon
#

i just genuinely cannot get it working

#

it keeps either giving me the same errors or it just keeps telling me no gamewrapper was installed

#

no amount of reinstalling or anything is doing anything

abstract swan
# sterile hamlet <:beevil:1174730104249798787>

Hey Paco, sorry for the ping, but since you have a project patched, do you have this stuff? The Texture3Ds didn't rip in the V73 version. Idk what most of it is but groundsmoke is the dustcould/blowing snow on snow moons so at least one of those is somewhat important. Zaggy might've fixed it on their fork #1199473521265475745 message but I've not been able to get confirmation if it's in this V80 one.

#

I have this from an old project and could just move it over, but new moon makers may not be able to get their hands on this stuff so I'd like to see it fixed

sterile hamlet
#

o

#

I do not have em

abstract swan
#

@flat stag Really sorry for the ping. Not trying to be annoying. Just, since you were working on the patcher, if possible could the above be looked into? The blowing snow effect is something I think is kind of important for moon makers to have access to. Looks like AssetRipper had this commit to fix that issue https://github.com/AssetRipper/AssetRipper/commit/e70e206184e506dd0cc4153288f22a13c9c9f74c. Zaggy mentioned something about rebasing iirc and maybe having it fixed on their branch but couldn't test and then I got busy and eventually forgot.

Again, I know you've had a lot on your plate, but since the patcher stuff was being worked on now just seems relevant to bring it up.

jaunty horizon
thorny fox
#

i tried patching an existing project and this happened

#

dunno how to fix it...

sterile hamlet
#

They be in the Library folder so it probably somethin with having an old cached version of that or somethin

#

Can likely be ignored but you could also delete Library and rebuild it (though it do take long)

thorny fox
#

well its force booted in safe mode

#

so...

sterile hamlet
#

So that it can continue doin stuff

#

Had to do it a couple times last time I repatched a project

#

It just halts the auto restarts due to the popup or somethin

thorny fox
#

fixed it

sterile hamlet
#

o

thorny fox
#

this was pre patching

sterile hamlet
#

Ah

thorny fox
#

i needed to pass the safe mode and apply the bepinex thingy, i couldnt before cus it was missing

sterile hamlet
#

Current patcher rips separate DunGen scripts instead of its .dll file so LLL complains about not being able to find it plink

#

In case anyone's wondering why it no work

#

Might have to repatch to fix references unfortunately

leaden breach
#

Sorry about that

#

Its not quite ready yet

sterile hamlet
#

Ye it's fine lol

#

I can't @ everyone in here without gettin timed out so I shall ping a couple people beevil

thorny fox
#

i havent patched yet

#

i havent ripped v80

#

so should i wait

flat stag
#

Yeah probably should wait, you can patch to get stuff from the new version but some stuff related to DunGen just doesn't work so it just won't allow mods like LLL or DL to load

thorny fox
#

will that be fixed by tonight likely or nah?

flat stag
#

I don't think I understand it entirely but I'm rewriting the wiki to put back v73 thing and put a note for v80 with notes below it

sterile hamlet
#

Mayhaps

flat stag
#

Uhh

#

Maybe idk it depends if I git gud ig

sterile hamlet
#

Lol

#

I could look into it too mayhaps

#

Though I am updating project beevil

thorny fox
#

PLEAABS

#

i need this

sterile hamlet
#

I do wonder what's goin on with the Texture3D directory too greed

#

And/or if there's anythin else that goofed

flat stag
#

I think I know

thorny fox
#

welp ill put everything on hold for now again then

#

thank god you pinged me

sterile hamlet
sterile hamlet
#

I should just load backup and try repatch but after fixin it greed

thorny fox
#

ok when interiors arent exploded pingle me again pls!!!

sterile hamlet
#

Ye lol

thorny fox
#

ty paco

#

we appreciate you and xunit unit

rough sandal
#

So does this just means more waiting and then we can begin creating our moons?

flat stag
#

Yea

#

Its okay I'll make absolute sure to ping everyone 5 times a day with false hope

sterile hamlet
abstract swan
abstract swan
#

Or 7

#

PHUK WHAT HAS HAPPENED TO ME!?!?!!!?

storm lance
#

oh so this is why... wish i read in here before i tried last night

sterile hamlet
storm lance
#

It is time to make an unholy unity package size

thorny fox
#

plus some other minor things

#

but for most stuff its fine

storm lance
#

this..is...okay... i started an interior but everything i did i was just like "wow.. this gave me a new idea for the house !" and its been like that since i ever had the motivation to try one

flat stag
storm lance
#

iiii do not

#

do i invalidate their references or not that simple

#

maybe i should just keep it in the v73 project atm

abstract swan
storm lance
#

yes... everything still functions as is anywya, any assetbundle i export works in v80, ill just have to wait on making new scripts

leaden breach
thorny fox
#

wait youre helping with this?

#

goated

leaden breach
#

Yeah im trying to get a perfectly patched v80 with no missing refs

#

I have a plan

flat stag
sterile hamlet
#

This Texture is 3D
This 3D is Texture

thorny fox
#

3D this is Texture

flat stag
sterile hamlet
#

Ye lol

#

AssetRipper itself do work though

#

At least tried out v1.3.10 on the game's bundles greed

#

I assume the one in the project patcher is perhaps much older

thorny fox
#

Thats the sound of progress

flat stag
sterile hamlet
#

Yeah it weird

flat stag
sterile hamlet
flat stag
flat stag
#

okay now its actually completely fixed

#

@nimble carbon i totally lied

#

(obv you need to update to latest dawnlib on the github releases)

dull furnace
#

you also need my unity-lc-project-patcher fork too

sterile hamlet
#

Only took 18 project patchings greed

dull furnace
#

let me update the readme this time around I guess ....

flat stag
flat stag
#

cuz i forgot too

lilac pelican
#

to 1.3.4?

flat stag
#

1.3.9 i think

dull furnace
#

yeah I don't know if I forgot to ping you or someone else about it, but I rebased and rebuilt AssetRipper a while back

#

(that version apparently needed .NET 10, so that's not a new thing, I was confused about why it was requiring it now but now it makes sense)

#

now we have another new build for it to make DunGen not explode it

#

I tried rebasing to a newer version of AssetRipper, but apparently they broke builds, so I didn't bother

#

maybe I'll do it later

#

come get it while it's hot and buggy

#

(it'll work first try)

leaden breach
#

it looks like it does from that commit message

dull furnace
#

yeah, it avoids the problem with the DunGen references (and others that were previously broken with the patcher probably) by telling AssetRipper which assemblies it should not decompile

leaden breach
#

excellent

#

i was literally going to attempt to do this exact thing 😂

dull furnace
#

I suspect that the error spam when you use push to talk (or remove the patch for the other branch of the same code) should be gone now

#

nice lol

#

just glad everything's working now, it took a good few iterations

#

definitely the most robust solution rather than doing fixups

leaden breach
#

yep

#

oh i was gonna run some script across all the .cs files and remap them to the equivalent classes in the .dll files

#

so this is way better 😂

dull furnace
#

if I ever have time to kill I might try my hand at something I've wished we had for a long time

#

I'd like to make an editor script to remap references to vanilla assets in the built bundles back to what the real vanilla assets store them as

leaden breach
#

this is exactly what took me the longest to do when getting WTO running again

dull furnace
#

theoretically that would mean we wouldn't have to have all the crap code to fix mixers and stuff

#

shaders etc

leaden breach
#

yep

dull furnace
#

wto?

leaden breach
#

welcome to ooblterra

dull furnace
#

I think you might be referring to something different

leaden breach
#

i guess there's two problems

dull furnace
#

I mean making mod asset bundles directly reference vanilla assets instead of stubs

leaden breach
#
  1. whenever a new version comes out and I copy my mod assets to a new unity project, all the script and asset references are broken.
  2. exporting asset bundles containing vanilla assets copies that do not need to be there
#

i guess you're talking about the second lol

dull furnace
#

yep

#

the patcher is supposed to allow patching in place, but honestly I think it would be good if I could instead modify the patcher to have deterministic asset GUIDs so that the remapping is unnecessary

leaden breach
#

mm yep

dull furnace
#

not sure how possible it is though, I'd have to check if each asset has enough consistent identifying information for that to work

flat stag
#

i tried looking at old LL code where it did "fix" them, but it didnt really look like it was doing anything

leaden breach
#

I think that it could be a bit hard given the unity yml files could change a reasonable amount without any real content changes

flat stag
#

and i couldnt figure out the point of it

dull furnace
#

the copied mixers in mod bundles don't work properly because they're not set up in the actual game

#

it probably falls back to some default mode, and whatever it is sound muffled

dull furnace
flat stag
#

i see, do you remember how they should be fixed? LL checks for if the mixer in an audiosource is called "non-diagetic" and then replaces it with the actual non diagetic, but it doesnt do anything if the user doesnt give a mixer or gives a different mixer

dull furnace
#

duplicate names are allowed though, so it might not be workable

#

it's been a while, but I think there's a way to get all the mixers and then you can just do the usual name match

flat stag
#

makes me wonder if i should be setting audiosources with no mixer to have a mixer

leaden breach
#

im sure it's possible but it would need full deep comparisons and not just say, a file hash

dull furnace
#

matching file contents to within since sort of margin sounds like a correlation of before/after, but I was hoping to experiment with something more concrete

leaden breach
#

creating a deterministic GUID would mean one that only changes if the asset changes, right? to keep it stable across versions

dull furnace
flat stag
#

@sterile hamlet maybe this is related to the sounds issue you had?

dull furnace
#

no, deterministic as in the GUID of an asset stays the same between updates

flat stag
#

im pretty sure LL never did it properly if we were supposed to swap em out properly

#

do you know what the difference between non diagetic and diagetic is?

dull furnace
#

it's probably a pipe dream

leaden breach
flat stag
sterile hamlet
flat stag
#

what lol

sterile hamlet
#

I was destroying em

flat stag
#

oh

sterile hamlet
#

Game did not appear to like that

jaunty horizon
#

:p

dull furnace
leaden breach
#

I suspect so

dull furnace
#

which is a lot more maintenance than I want to be doing lol

leaden breach
#

probably could automatically generate a lot of the mapping just based on the filesystem structure, but then you might need some manual tweaking

jaunty horizon
sterile hamlet
#

(3/4 of em are SoundAPI related lol)

jaunty horizon
#

just like how theres diagetic and non-diagetic

#

theres SFX

flat stag
#

ah

sterile hamlet
#

There's mixer groups and audio mixers

flat stag
#

makes me wonder how i should be doing my replacements then...

#

do you know the difference between the different mixers?

sterile hamlet
#

SFX/Master/VoicePlayer1-4 are mixer groups

jaunty horizon
#

ah woops, got the terms mixed up

sterile hamlet
#

It confusing plink

flat stag
#

hmmm

#

hwere do mixer groups get applied again lol

sterile hamlet
#

AudioSources themselves

#

Mixer groups have an audio mixer field, either Diagetic or Non-Diagetic

sterile hamlet
#

But ye

flat stag
#

and instead just the mixer groups?

#

i dont have unity open and i dont wanna open it anymore today greed, so im being confusing

sterile hamlet
#

I mean multiple instances of the mixers do get created as well lol

#

But ye

#

Non-Diagetic's mainly for like HUD/menu sounds though

#

Diagetic for actual game objects in the world

vapid pollen
#

guys yesterday i installed the new patcher tools and it told me it was missing something in the console, i brushed it off

#

today i start my unity project, and it asks me to launch in safe mode

leaden breach
#

😭

#

was it .net 10 that it asked for?

vapid pollen
#

wait we need net 10 now

#

?

leaden breach
#

yep

sterile hamlet
vapid pollen
#

where

leaden breach
sterile hamlet
#

Only took Xu 18 project repatches to figure things out greed

vapid pollen
#

where's the new patcher

sterile hamlet
#

The two links there

vapid pollen
#

installing net 10 rn

#

so erm, what was the problem with the old one exactly?

#

(patch i mean)

sterile hamlet
#

Couple things were not ripping correctly + DunGen being decompiled into .cs files made assemblies lookin for it unable to find it (like LLL)

vapid pollen
#

ow

leaden breach
#

@dull furnace this seems to be almost perfect with regard to assets, except there's a few issues still:

  1. there's one single missing script that prevents the game from loading into a level in editor (es3defaults)
  2. all level scenes have missing scripts, though they all have no members so I don't know what scripts they could be. doesn't matter too much
  3. the BepInEx that the patcher installs contains broken patches that cause a bunch of runtime errors
vapid pollen
#

literally just removing the old patcher and adding the new links fixed my unity

#

there's no way in hell

sterile hamlet
vapid pollen
#

oh boy, i sure do hope zeekerss doesn't add 1 update patch that literally ruins everything for modders once more

#

that would be so unrealistic

leaden breach
#

lc modding API when

#

oh actually hold on, im wrong, there's a null reference in the input system for some reason

dull furnace
#

looks like I just made a goof including firstpass in the saved DLLs though

#

for the ES3Defaults

vapid pollen
#

having these errors again

#

Library\PackageCache\com.nomnom.unity-lc-project-patcher@80b090d544\Bepinex\Runtime\LethalCompanyPluginSettings.cs(44,14): error CS0246: The type or namespace name 'TypeObjectFieldAttribute' could not be found (are you missing a using directive or an assembly reference?)

Library\PackageCache\com.nomnom.unity-lc-project-patcher@80b090d544\Bepinex\Runtime\LethalCompanyPluginSettings.cs(44,14): error CS0246: The type or namespace name 'TypeObjectField' could not be found (are you missing a using directive or an assembly reference?)

dull furnace
#

you need to install the bepinex package

vapid pollen
#

oh

vapid pollen
dull furnace
#

not sure why it doesn't seem to care about the define

vapid pollen
storm lance
# vapid pollen

di you per chance delete bepinex alongside the other 2 v73 links

vapid pollen
#

so idk

leaden breach
#

ah this is why:

storm lance
#

cause i did htis last night adn had to delete whole project for a backup copy i did before trying

dull furnace
#

hmm, wasn't there a step for the input system? I dunno if that was supposed to fix the input asset

vapid pollen
#

how exactly @storm lance

leaden breach
storm lance
# vapid pollen how exactly <@1406167068960624650>

no like i literally copy and pasted my entire unity project before i tried patching from v73 to v80, i never trust anything to go smoothly in unity editor so i always make a backup before doing something like this. I couldnt work out how to restore the scripts and thought it was easier to just restore the backup i made

vapid pollen
#

i just changed the patcher

storm lance
#

well the links part i mean

vapid pollen
#

yeah i changed the links

#

but that's all i did

storm lance
#

is bepinex still there in package manager under the 2 project patcher links?

leaden breach
#

wait, these input actions are not correct as well. this is just the unity defaults

storm lance
vapid pollen
#

so em

#

what doado

#

do i just copy my assets and paste em in a new project or something

dull furnace
flat stag
leaden breach
#

ok nvm the right actions do exist, they're just not assigned in the project settings for some reason

leaden breach
flat stag
#

honestly thought it would've been too old for that

leaden breach
flat stag
#

@dull furnace wow nice error on me putting it in playmode 😔, it's always your fdault

vapid pollen
flat stag
storm lance
#

can you just install bepinex manually?

#

or is there something special about the button in projectp atcher

vapid pollen
#

because i have no idea

sterile hamlet
storm lance
storm lance
sterile hamlet
#

Mayhaps

vapid pollen
leaden breach
vapid pollen
#

am i cursed to make a new project and start everything from the ground up?

sterile hamlet
#

Should wait for patcher itself to be fully fixed first (it nearly done) greed

dull furnace
flat stag
vapid pollen
#

bro idc about playmode gimmie the ability to make assetbundles bro

#

having those errors stop me from doing so

flat stag
leaden breach
#

also, does anyone know where this crap keeps coming from?

Failed to find entry-points:
System.Exception: Error while loading assembly references for Assembly-CSharp ---> System.Exception: Error while hashing assembly H:\oyh\WTO-Assets\WelcomeToOoblterra_80_1\Library\ScriptAssemblies\Assembly-CSharp.dll ---> System.ArgumentException: An item with the same key has already been added. Key: 2192aa62aa6df15d04990fcf3a095863

I've had this since v73

flat stag
#

me too, but i have no idea lol

leaden breach
#

it doesn't seem to cause any problems but I want it to piss off 😤

flat stag
#

yea

#

honestly could check ScriptAssemblies

sterile hamlet
#

Ye that error is harmless at least

flat stag
#

btw are you getting this on playmode? @leaden breach

leaden breach
flat stag
leaden breach
#

i did get some problems with it, but for me it was unassigned, i did not get that serialise error

flat stag
#

hmm

leaden breach
#

that is a weird one, you did make the project with the right unity version?

flat stag
#

yea

#

and i assigned the input system, i think

#

lol

vapid pollen
#

I CAN INSTALL BEPINEX

leaden breach
#

something is wrong with these materials man..

#

unbaked, raw

thorny fox
flat stag
vapid pollen
#

i can finally release my interiors in 20 years

flat stag
#

cuz i do have that

thorny fox
vapid pollen
#

who uses playmode bro

leaden breach
#

this is like those "nintendo hire this man" ue5 demos:

#

ok something is broken as hell with these shaders LOL

flat stag
#

lol they shouldnt be this bad

leaden breach
#

this is kinda aesthetic ngl

flat stag
#

lol

#

is this the terrain being shiny af?

leaden breach
#

it's just going pure white for some reason 😭

flat stag
#

can you access the terrain?

#

try setting the alpha to 0

vapid pollen
#

yeah terrain when ripped looks like that

leaden breach
#

amazing

flat stag
leaden breach
#

ok well either way, I think this is stable enough to be used for modding now, minus the es3defaults and inputsystem

flat stag
#

ye

#

i do wonder why mine is actin up but maybe if i just get it fixed to begin with it wont do that

leaden breach
#

yeah im not sure, it's weird

#

i'd say just restart the process again fresh

lilac pelican
#

xu where is fisrstpass dll again

leaden breach
#

since i followed the instructions as normal and it all worked fine (needed to install .net 10 though)

flat stag
#

the es3 stuff is inside firstpass i think?

#

which is why that's going missing

leaden breach
sterile hamlet
#

Okay first of all, *passes*

leaden breach
#

why we gotta pass first anyway

flat stag
#

nice guys pass last

leaden breach
#

😔

lilac pelican
#

but ig it got decompiled

flat stag
#

ye

#

it just needs to not be

#

@leaden breach what do yours look like?

leaden breach
#

umm

#

something weird has happened to yours

flat stag
#

lol

leaden breach
#

for me the only thing that was broken is that it was not assigned in project settings

flat stag
#

mine also became a notepad file

leaden breach
#

WHAT

#

😭

#

HOW

flat stag
#

next im adding doom to my lethal company rip

#

:shrug

leaden breach
#

ok i would say just start it again

#

i guess it got interrupted somehow?

#

and did something weird

flat stag
#

hmm i think repeating the same thing is defined as insanity, maybe it was the order of steps for me that fucked it up in terms of reassigning it?

#

i think i went into play mode first? or pressed something which made it not be able to be assigned properly?

#

unsure

leaden breach
#

I also went into play mode when it was unassigned

#

so I don't think it would be that 🤔

flat stag
#

if you manage to get one where the playeractions is assigned by default, surely i cant break it?

leaden breach
#

where is that playeractions meant to get assigned anyway

#

for mine it wasn't "missing" or anything, it was straight up set to "none"

flat stag
#

somewhere in project settings?

leaden breach
#

ah i meant in the project patcher

lilac pelican
dull furnace
#

editor debug tools are handy

#

draw calls and whatnot

flat stag
#

yeah editor testing is pretty nice

#

and im glad dawnlib editor testing works greed

#

patcher just needs the input actions and es3 stuff, es3 stuff minimum since interior testing prolly doesnt need the input actions but would be nice

leaden breach
#

ideally it should at least mostly work in editor, to also have the highest chance of working in game

lilac pelican
flat stag
dull furnace
leaden breach
#

also it seems like perhaps unity doesn't know how to do this search properly?

lilac pelican
flat stag
#

so like, you probably did it wrong but will unity or any documentation ever help you? no

leaden breach
#

oh, ok no it finally worked

#

after like 2 minutes

#

wtf

flat stag
#

lol

#

also this is really funny but

dull furnace
flat stag
#

and this

#

are not equal

#

even though it will tell you they are

#

one search is superior in searching than the other

leaden breach
#

😭

#

does the patcher actually ever assign the input actions to project settings? it does not look like it does

dull furnace
#

yeah i dunno why it's not

#

the step exists

leaden breach
#

I'm looking at EnableNewInputSystemStep.cs

#

but nothing in there actually assigns the PlayerActions asset to project settings

#

it just.. enables it?

flat stag
dull furnace
#

there's FixInputSystemAssetsStep as well, though I haven't parsed what it does yet

leaden breach
#

this is the only stuff that comes up when ProjectSettings is actually edited

flat stag
#

i think enabling the input system is because of unity going from old input package to newer one, atleast thats what i assumed it was always about, since i feel like i used to be able to use old input package before the move to 2022.3.62f2 but not anymore

#

so no idea

leaden breach
dull furnace
#

huh

#

only thing I can think is maybe it's supposed replace an existing one

leaden breach
#

wait

#
  _projectSettingFilesToCopy:
  - NavMeshAreas.asset
  - TagManager.asset
  - TimeManager.asset
  - DynamicsManager.asset
  - QualitySettings.asset

this is in unity-lc-project-patcher, LethalCompany_AssetRipperSettings.asset

#

should this also include InputManager.asset?

#

ohwait no

#

thats the old one..

flat stag
#

honestly i thought it was because we had to rip each action

leaden breach
#

oh uhm

#

i wonder if it's this

#

it might be a unity bug 😭

#

damn

flat stag
#

hmm it says fixed on re-opened a second time but for me this was the second time

#

i had reopened it

leaden breach
#

I think for you something else has broken as well though

flat stag
#

oh for sure lmao

leaden breach
#

😂

#

ok im going to try another patch..

drowsy zinc
#

Will another new patcher be made for the new update Zeekerss did to move unity versions?

leaden breach
#

yep it's being worked on now for v80

dull furnace
#

he didn't move unity versions again thonk

#

that problem was solved many months ago

flat stag
#

Btw much thanks to you two @dull furnace @leaden breach for doing more of the heavy lifting and me just watching, especially zaggy i dont think we'd have even had a proper patcher for v73 not for a much longer time anyway if you hadn't helped

drowsy zinc
#

The game swapping to unreal engine

#

||The game||

abstract swan
# flat stag

Yes! That’s what I was talking about! Thank you! So many D’s 🤤

leaden breach
#

hmm ok so on a freshly patched game, the input actions are still unassigned even if I restart unity

dull furnace
#

seems like the issue with InputActions may be due to not converting the asset to its original json format early enough for the project settings to actually use it

#

trying moving it before the project settings copy to see if that fixes it

leaden breach
#

alright 🙏

#

also, what needs to be done to fix the es3defaults?

buoyant jasper
#

where actually is the v80 patcher? i can't find it

leaden breach
#

but, the patcher is not quite fully working yet

#

just ironing out the creases

buoyant jasper
#

are the creases able to be worked with at the current moment

leaden breach
#

mostly

#

you currently need to:

  • assign the InputActions asset in project settings
  • fix the missing script on the es3defaults asset
buoyant jasper
#

those are for playing in the editor, right?

leaden breach
#

yes

#

I think if you just want to build asset bundles it should be good to go

leaden breach
#
Failed to load 'H:/oyh/WTO-Assets/WelcomeToOoblterra80/Assets/LethalCompany/Game/ScriptableObjects/InputActionAsset/PlayerActions.asset'. File may be corrupted or was serialized with a newer version of Unity.
#

ok so.. it looks like there's some weird duplicates being output into the ScriptableObjects/InputActionAsset folder. there is a PlayerActions.asset and PlayerActions.inputactions. The PlayerActions.asset is corrupt and should be deleted, and PlayerActions.inputactions is what should be used

rough sandal
#

Uhh so does this mean I can start working on a moon?

leaden breach
dull furnace
#

the .asset files are what AssetRipper produces, the .inputactions files are what the original source could look like

#

I'm not sure exactly how this was all working before, though, since it has no GUID fixup for the generated .inputactions

leaden breach
#

Well, im not sure what this is missing

#

But that explains the error that @flat stag was getting

storm lance
#

So i havent lurked or read everything but for a tldr... v80 project patcher works and play mode works too now?

flat stag
#

You have to do a couple things for play mode to work iirc

storm lance
#

is it spoken about anywhere in previous chats? ill just read up on later and get it working if theres a convo about it

lilac pelican
#

just works

#

well test scene i mean

buoyant jasper
#

after using the new patcher, the assembly csharp has this error. this causes alot of other things in the project to yell because they're unable to resolve the reference of assembly csharp

lilac pelican
buoyant jasper
#

yeah

lilac pelican
#

well thats a problem

buoyant jasper
#

this is how the patcher worked every other time i've used it so

lilac pelican
#

i mean fair
its just that dungen in its own dll and we dont have gamelibs for v80 so plugins searching for dll instead of... whatever they searched for

buoyant jasper
abstract swan
#

do you have a screenshot of that?

buoyant jasper
abstract swan
#

well that doens't look right. The objects are all there in the hierarchy though? and they have meshes/materials?

#

I know I once was thrown by the skybox rendering being unchecked here, but I don't see what would be stopping everything from showing

buoyant jasper
#

objects are all there, materials are there and have their textures set (but do not have their little sphere icon display)

abstract swan
# buoyant jasper yeah

wait was this still on the existing project, not new? I feel like that's probably going to cause issues

abstract swan
buoyant jasper
#

usually there's a small preview of the material

buoyant jasper
abstract swan
foggy dagger
abstract swan
#

Oh there was (at least for the switch to V73) something about deleting out certain scripts and then you could patch in place.
-# I think

abstract swan
buoyant jasper
#

there are also these errors

#

clearing leaves only the first error

thorny fox
thorny fox
abstract swan
# buoyant jasper there are also these errors

I feel like the material thing is probably a byproduct of other errors. idk if these specifically, but something. I really would recommend patching a new project. At the very least that might reveal if it's just when you try to repatch or if there's a bigger issue

buoyant jasper
#

reimporting all of my files into a new project would be agony

#

i can already barely stand using this stupid barely functional game engine

abstract swan
abstract swan
pearl peak
#

I feel that I will get it to work first try and then I do one thing in the project and then the whole project will collapse

abstract swan
#

y'all are using .net 10 now, right? @buoyant jasper and @thorny fox ? I just want to make sure

thorny fox
#

yeah

#

is it just impossible to patch existing projects?

opaque oak
#

What could be causing the Unity scene become full dark? This doesn't happen in patcher v73, but in v80, the problem occurs every time :/

lilac pelican
#

i think its terrain's normal map?

pearl peak
#

also it could happen it there is no Indirect game object

#

cuz it looks like it is Shadows

lilac pelican
#

not really bright tho

pearl peak
#

hmm then yea it is what you said

lilac pelican
#

interesting, if i apply material copied from v73 project then its looks normal

#

for comparison:
1 pic - v80
2 pic - v73

#

notice how mask map and normal map are different

abstract swan
#

Damn, we’re still having patcher problems? What happened to this thing? Lol

abstract swan
dull furnace
#

the patcher is a bit messy with regard to some things, and I changed how it deals with those things, so now there are more problems :^)

#

not sure what the hell that material stuff is about though

lilac pelican
#

i assume its for every material but some looks fine even without /10 slider on the right

dull furnace
#

the asset ripper is the same version that I had for v72, just with an extra option added

#

and I don't know how it could affect the normal factor

#

having to make a fairly big refactor to fix the input asset assignment thing since I have to determine which inputactions to assign, and the GUID remapping wasn't including the project settings Aware

#

currently trying out the changes, we'll see if it works

dull furnace
#

ah, I at least see why those errors were coming up without the BepInEx package installed

#

apparently it sets a define in the project settings, rather than that coming from the package definition itself somehow, so it probably just wasn't cleaning that up when it was uninstalled

weary pivot
#

W patcher

#

this still doesn't feel right

#

why are the edges so bright

lilac pelican
#

because its not only normal mask

lilac pelican
weary pivot
lilac pelican
#

well mask map , for example, is different too

#

there is prob something else too but i just did not dig into it too much

weary pivot
#

you were correct

weary pivot
#

lowkey please fix this because it affects i think almost every material in the game

abstract swan
#

What? You mean to tell me you DON’T want enhanced darkness or blinding brightness in your moons?

dull furnace
#

I suspect it's a regression in the updated version of AssetRipper that nobody ran into because I never actually pushed the updated download URL before

#

I may need to update it again, or just downgrade it

#

I solved the input actions issue so I'm confirming that it's a regression now

#

this looks promising

leaden breach
dull furnace
#

to assign it :^)

sterile hamlet
dull furnace
#

#1199473521265475745 message

dull furnace
#

in other words, ProjectSettings.asset had GUIDs in it that pointed to nothing

#

I had to change the entire patcher to work on the root of AssetRipperOutput/ instead of Assets/

#

took me like 7 runs to get it working

#

but everything is good now, yall can try it again

#

normals are good, input actions are good, dungen references work

#

the changes were all in unity-project-patcher, so you would need to get your package manager to update it from github

#

I pushed to the same branch so I don't know if you can update it without reinstalling

abstract swan
#

You know what they say. 1000th time’s the charm

flat stag
#

I know people are gonna ask and wonder, but does repatching your current project work If you know?

dull furnace
#

no freaking clue

leaden breach
dull furnace
#

I never do that lol

flat stag
#

Fair enough

dull furnace
#

I hope it does, but honestly hard to say

flat stag
#

I do imagine it'll never work for DunGen stuff but maybe they'll have luck with the other stuff

dull furnace
#

wait wdym?

#

it should work for dungen just fine if it works for other stuff

#

well

flat stag
#

Well I feel like they will lose DunGen references if they repatch from v73 to v80

dull furnace
#

I guess not in the transition from DunGen in Assembly-CSharp to separate assembly, but that can be fixed up once with the reference fixer tool

#

I forgor about that

flat stag
#

Yeah true

dull furnace
#

would be a real pain to automate that unfortunately, and I'm not willing to run the patcher against a real project that many times trying to make sure something like that works 😅

umbral quail
# dull furnace no freaking clue

btw I was asking some people in #dev-general if I should start my custom moons mod with custom enemies and interiors, they told me I should quote "ask Zaggy in ⁠[WIP] Unity AssetRipper / Fixer if he tested different assetripper version", im kinda new to modding stuff especially lethal

#

mod for v80 btw

dull furnace
#

well the new x2 one is tested, sure

#

I'm not gonna tell you everything will be fine, but it appears to be

#

I do not guarantee any functionality with my fork, I'm just helping getting things running

umbral quail
#

ok 👍

umbral quail
#

would the likelyhood for me having to completely restart the project be high

#

this is a bit of a big project

flat stag
#

But please make sure, organise your work properly

#

Make your own folders, put every asset you use in there

#

Including vanilla knes

umbral quail
flat stag
#

Setup a private repository on GitHub that blocks out everything but your assets so you have them backed up

#

Nice

#

Just be prepared to need to move all your assets to a different unity project

#

And it won't break as long as you copy all of your used assets

leaden breach
#

@dull furnace the es3defaults are still not being assigned

dull furnace
#

I thought the issue with ES3Defaults was it not finding the script

leaden breach
#

or rather, the script is still missing

#

yes sorry

dull furnace
#

that worked fine for me

leaden breach
dull furnace
#

can you make sure you have the script for it decompiled and to the right directory?

#

it should be in Plugins

leaden breach
#

it's not decompiled, but the dll is there:

#

this script exists too

dull furnace
#

then I suspect your lc patcher settings are outdated

#

it's supposed to decompile that

#

the script shouldn't exist at all

#

not that stubbed one anyway

leaden breach
#

I re-did the entire thing from scratch using the git links as before

dull furnace
#

what URL did you use for the lc patcher? I had to update the readme because I missed changing that one

dull furnace
#

ah wait, firstpass is still there, I guess I forgot to check if I had changes to push from that repo

#

I thought I had already pushed the change to remove it from the copy list

leaden breach
#

alright if you wanna push, i'll re-run

dull furnace
#

I can go push it in a minute

leaden breach
#

🙏

dull furnace
#

ok done

leaden breach
#

re-running now

abstract swan
leaden breach
dull furnace
#

erm actually it was only 3 tries

#

it doesn't count until I push

storm lance
leaden breach
storm lance
#

fireee thank you guys for your hard ass work

leaden breach
#

big thanks to @dull furnace for that

storm lance
#

only got an error to install .net 10 earlier but decipherable to do

rough sandal
#

hello i need some help, my content container isn't loading and i dont know how to fix it, does this have to do with the ripper

abstract swan
#

Isn’t that a DawnLib thing? Might want to ask in their thread

rough sandal
#

oh sorry

#

where is the thread?

abstract swan
#

Chat, can we get a round of applause for the people that fixed this thing?

#

👏

rough sandal
abstract swan
abstract swan
abstract swan
abstract swan
#

Because Zeekerss will most likely update the game again eventually and I can’t imagine anyone wants to go through this again

#

But maybe I’m just projecting my own thoughts here

opaque oak
#

Idk I tried fix normal map/mask, but that didn't help. It must be something else, it doesn't show any errors in the console agony
However, when I create a ContentContainer, it's empty, and console spams 999+ errors if I interact with it for more than a minute.

leaden breach
opaque oak
dull furnace
#

well actually more importantly the DunGen package switching to using an assembly definition

#

the patcher was not set up to selectively decompile so it required a bunch of work to make it import DunGen as a DLL the same as your assets see when they're loaded into the game

#

without that, mods wouldn't be able to use DunGen at all, at least not without creating an assembly definition to match what the original package uses

#

but regardless, it ended up that it was fairly reasonable to modify AssetRipper and the patcher to not decompile a bunch of assemblies that it had been previously, which in turn fixed a bunch of broken references that the patcher used to have to patch the game to ignore

#

so hopefully from now on it's mostly gonna be modifying the LC patcher to include any new DLLs and maybe some new fixup steps, but the base patcher package should be more robust to future changes

weary pivot
#

is the patcher working now i fell asleep

#

er sorry i should b be more specific

#

were materials fixed

weary pivot
#

it seems normal to me now which is weird because the values dont seem different at all

dull furnace
#

it was the normal maps themselves that was the issue, I believe, so you'd have to compare textures to see the difference

weary pivot
#

oh i see

leaden breach
#

i liked the aesthetic

#

there were vibes there

drowsy zinc
#

Is the current version of the patcher stable now?

#

As in it has no issues

sterile hamlet
#

(Should be fine I believe lol)

lilac pelican
#

will never be fine to patch existing project 🥀

#

oh also v81 is out

sterile hamlet
#

Existing decompiled DunGen scripts in Game/Scripts/Assembly-CSharp/DunGen cause mayhem

#

Also had to delete AssetRipper itself so it'd download the newer version greed

lilac pelican
#

actually nvm since some assembly-csharp rely on dungen .cs i think

sterile hamlet
lilac pelican
#

i can guess that all assets just will lose references to scripts but who knows

sterile hamlet
#

I duno

#

I'll likely just try importing assets into a newly patched project

abstract swan
# lilac pelican oh also v81 is out

Imagine this breaks it again. I was even going to make a joke like “Zeekerss better not drop V81 instantly and break it again” last night lol

lilac pelican
#

its just fixes and some minor changes

abstract swan
#

Well, I’ve not patched for V80 yet

#

So I’ll still have to eventually ™

lilac pelican
#

well, you just missed out on two fun days of re-patching the project more than 10 times

#

(i repatched 6 times on april 1st and 4 times on april 2nd)

abstract swan
#

But this is exactly why I waited (also wanted it to come out of beta and was just busy IRL)

final dune
#

offense and assurance now have orange fog instead of blue for example

#

and foggy weather now has a "weather color" parameter to tint the additional fog

#

instead of just always being super grey

abstract swan
#

ok, wait. the terrain shine is "normal"? I mean, I know it's not exactly "normal", but with the latest patcher it's expected? I thought it was fixed but was that just the darkness stuff?

dull furnace
#

if it's a regression then it's not normal

#

I didn't check for that when I was testing the new AssetRipper version though

#

if you want to run the patcher with 1.3.4 and see if it's a regression then I could look for the cause (1.3.4 will cause errors that you'll need to fix though)

abstract swan
#

also, unrelated but bro has a picnic table and is just not going to use it? (it's disabled by default)

abstract swan
#

oh, also, did he change the Adamance flowers? They ripped fine in V73 but are most def not fine here

flat stag
#

yeah they use a shader that we dont have

#

i've considered using stuff like the premium version of assetripper to try and get them since that has a chance to, and asking on the discord its kind of vague if they think it'd be possible lmao

#

"often have compile errors" and "but that is the general idea" doesnt instill confidence

#

but its only 8 bucks so who knows i might try it one day

abstract swan
#

at least I still have the V73 version of them just fine lol

#

I think I've heard the grass blows in the wind. I'm guessing the flowers do too now and that's why they have a custom shader?

abstract swan
#

"breaking news! nice qol kills modder" smh 😔

buoyant jasper
#

grass being completely invisible without the shader is going to be really fun to try and decorate with

abstract swan
#

I'm looking and it looks like the stuff™ is still there, so we might be able to create a static version. We can rebuild!

abstract swan
#

now, the material will still be busted, but they aren't hand placed

buoyant jasper
#

they're terrain details

abstract swan
#

oh. there was some script someone showed at some point but idk where it is in the scene. maybe it's not related

#

this thing

#

but it's mesh and the terrain is... well. terrain. idk if this is related or not

#

oh it's unused I think. It's on Vow's dissabled old terrain mesh

#

and Adamance

buoyant jasper
#

probably from trying to get it to work before zeekerss had the new shader?

abstract swan
# buoyant jasper they're terrain details

wait, phuk. They're terrain details. This just clicked with me. I was going to try to do something similar to what I did with WaterAssetRestorer but how the heck am I supposed to replace a material that's part of the terrain, not an actual game object?

#

It's a prefab, so I can probably get the original, but the replacement part...

steel forge
abstract swan
#

like unless people use a prefab painter and paint them on that way, which is probably not good performance wise, idk if I can do anything. can you change terrain detail materials at runtime?

dull furnace
#

since the patcher doesn't download the tool again if it's already present, that should work, but if it did redownload, then you'd have to download the lc-patcher repo and then install it from your local copy so you can modify the download link

abstract swan
#

but thanks. I can try to figure that out sometime

#

I think it's just the alpha of the terrain layers being high, which I know how to fix

#

It's just for new people and also idk exactly what values they're supposed to have if I want to really get authentic with the look

dull furnace
#

no worries, I might get to check it later

abstract swan
#

oh there's no mask map

#

hmm. I can add a random one and drop the alpha to remove the shine, but that can have its own issues

pastel vault
#

Or it could've actually been meant to be nearby it and was ultimately removed

abstract swan
#

since it's in a back corner, I don't see why the stairs are there at all. I wonder if he wanted to do a little picnic scene down there and didn't for whatever reason. Or, since the table has no material, I like the implication the wood was taken from the table to build the stairs

pastel vault
#

There is also a fire exit around that corner nearby it's there for a path from ship to the fire

steel forge
#

everytime I create a moon it looks uber shiny

steel forge
#

it's way funnier if he just ship of thesius'd the picnic table tho

abstract swan
# steel forge everytime I create a moon it looks uber shiny

I'll look more at some point perhaps, but like the old grass, sorry, "moss" ground had something that seemed like it was supposed to be used there just by its name. I didn't see that for the March grass, but it might be a more generic one. I slapped in the old moss one I used and lowered the alpha and that looked fine to me. If it's not just absent from the rip for whatever reason, I'll just keep doing that.

abstract swan
abstract swan
final dune
#

i assume he just wanted there to be a picnic table near the stairs as a fun setpiece

#

but he didn't finish the picnic table

#

it's using a default material and most of its normals are inverted

#

maybe there wasn't any good place to put it

abstract swan
final dune
#

i forget which one it's close to but iirc it's the waterfall one that's kind of hidden

#

im still not super comfortable with the new march layout just honestly

abstract swan
#

I’ve only seen the waterfalls in editor but I love them. Can’t wait to see them in game

#

One of my moons (Valiance) has a waterfall during rainy weathers. Maybe I’ll yoink some of this. It’s much taller though so idk how it’ll look.

final dune
#

i have a (hopefully small) feature request for the next version of the patcher, if it's still getting touchups

#

the splatmaps from vanilla's terrain have the Alpha Is Transparency tickbox checked in their texture2d import settings

#

and every time i have to go through and turn that off because it breaks the terrain appearance for some of the maps

#

for example here's artifice's terrain with the splatmap flagged incorrectly

#

i discovered while working on artificeblizzard that if you disable that tickbox it completely changes the textures of the terrain and these match what it actually looks like in game

#

i assume unity is discarding most of the RGB channels or formatting them incorrectly because it's not aware the alpha channel is being used for non-transparency information

#

figured this was kinda relevant if you're looking into "terrain weirdness" with the new patcher

lilac pelican
# flat stag

oh i remember github of that guy when searched about shader stuff

steel forge
#

and it got flooded during flooded weather

final dune
#

yeah i liked that pit one a lot too

steel forge
#

new March is nice tho, my new fav fire exit is the one that's in a lake with a bridge connecting to it

#

maybe at some point I'll upload a legacy march or something, or a moon based on its layout

abstract swan
#

April

#

Or February

thorny fox
#

jebovembuary

steel forge
#

by Subway I think

abstract swan
#

February it is!

thorny fox
#

nobody wants to do jebovembuary

#

most forgotten month

fallen wadi
#

"Go back to the window we had earlier where you installed BepInEx and press Start Patching."

there is no "Start Patching" button, but there is a "Run Patcher" button.

thorny fox
#

plink common sense

dull furnace
dull furnace
#

this and the shiny terrain seems like it should be their issue, but I don't know really

#

I assume this issue with the alpha flag is a longstanding one, prior to v73

final dune
#

ya

#

i wasn't sure if there's any step where you're like... manually fixing import settings for in-game assets

#

but if something like that exists in the patcher

dull furnace
#

I don't believe so

final dune
#

this one is really easy and objectively closer to real behavior

dull furnace
#

I might be wrong though

final dune
#

oh well

dull furnace
#

I'd have to first check if those settings are AssetRipper's responsibility

#

if they live in the assets' .meta files, it probably is

#

unless the information just isn't there at runtime, but if it changes rendering then it definitely should be

#

if you know what that flag is called in the editor's version, I could look into whether AssetRipper has anything for it

fallen wadi
#

how do I launch it in Unity Editor with Imperium?

flat stag
#

I don't think anyone's done that before tbh

#

I could be wrong

fallen wadi
#

I had to move Lordfirespeed-OdinSerializer from core/ to plugins/, and it worked

#

ensure this file exists:
/Lethal Company/BepInEx/plugins/Lordfirespeed-OdinSerializer/OdinSerializer/OdinSerializer.dll

#

hell yeah, I got LC v81 patched, with Imperium running in Unity. thank you for all the hard work!

flat stag
#

Lol that's interesting

fallen wadi
#

waterpool water is pink though. any tips?

flat stag
#

If it uses a special shader, we don't got it

#

You could try substituting the water

#

With another shader, the patcher does have a water shader

final dune
dull furnace
#

I wonder what AlphaUsageE refers to though

abstract swan
dull furnace
#

I mean, there's sliders for metallic and smoothness, which are normally controlled by mask map

#

in the second screenshot, it says that smoothness is from the diffuse alpha channel, I wonder if that's used as a fallback if the mask map is not specified

#

and if that's the case, then Alpha Is Transparency may affect that as well

#

might be worth switching that on the diffuse texture and see if it makes a difference

abstract swan
#

I don’t think I noticed that it was, because I did try messing around in there too, but I might’ve not. I’ll try it sometime

dull furnace
#

I think that if the flag affects the terrain at all, it needs to be on

rancid cobalt
#

Is the Project Patcher broken or is AssetRipper having a skill issue?

flat stag
#

isnt that the error that you'd get when using the old patcher on post v72 versions?

#

what were the exact links you used for the package manager

rancid cobalt
#

Followed this one:

flat stag
#

that's hella outdated

rancid cobalt
#

💀

flat stag
#

just follow first pin

rancid cobalt
#

Yay, it worked

#

Now excuse me while I bleach my eyes and brain due to having to use Windows

rancid cobalt
#

Sooo uuuh

#

Apparently, rendering a tooltip is too much for Unity SCaraara

pearl peak
#

Will the V80 Beta patcher work in the Release?

#

Becuz V80 Just Released

abstract swan
#

yeah, it works

pearl peak
#

ok

thorny fox
buoyant jasper
thorny fox
#

well when i tried porting over in that it broke

#

but this worked for all my friends

#

except for me

#

wait youre a friend

#

ough

flat stag
fallen wadi
#

may I suggest adding this to the gitignore that Project Patcher bootstraps for you?

# BepInEx
Lethal Company/BepInEx/cache/*
solemn stratus
#

hey guys, ive done the patch process and made sure that i've done everything according to what the pinned link says, but for some reason unity/visual studio doesn't understand the ref keyword in the decompiled scripts? it's very possible that i've done some super basic thing wrong but i can't find any information on what this could be from. any sort of help would be appreciated, this whole thing admittedly has been kicking my ass for the past several hours. thanks!

lean pebble
#

im banging sticks and stones together here

#

so it is possible to decompile 80/81?

flat stag
flat stag
fallen wadi
lean pebble
#

i will once i need v 82 content

fallen wadi
#

what v82

solemn stratus
solemn stratus
#

reinstalling didn't change anything, ive made sure vs 2022 was on its latest version and that dotnet 10 was 100% verifiably installed. still the same issue. however, actually looking at where the errors are located, it seems that the decompilation did some weird type conversion stuff, and that's where the ref keyword is being used (and consequently flagged as incorrect). first picture attatched is an instance of how ref is being used, and the second is a more broad example containing type conversion on a broader scale. looking at this i'm convinced that its an issue with the decompilation. using the first picture as an example here, the line above demonstrated that 'val' was already just a vector3 value (a simple subtraction of position values) so it clearly wasn't an intentional conversion. also looking at the original dll through another program clearly shows this wasn't originally there.
so either this is an issue with assetripper (or whatever decompiles the scripts im actually not sure) or what's more likely is that i've done some weird ass mistake.

fallen wadi
solemn stratus
#

what specifically is using the wrong net version? asset ripper or visual studio? running 'dotnet --info' shows v10.0.5, though it also says v9 is installed. should i uninstall v9 to prevent potential conflicts with the versions?

fallen wadi
fallen wadi
#

so, "what specifically is using the wrong net version" -- probably every-thing

solemn stratus
#

wait, so is stuff like '(Vector3)(ref val)' supposed to be there? i ask because it seems unnecessary, isn't in the original code and is the cause of all the errors. if its intentional it would mean unity/visual studio isn't understanding when it should, while if it's unintentional it means the decompilation wasnt done correctly. or am i completely misunderstanding this? sorry if im asking too much stuff here, im just trying to fully wrap my head around this

fallen wadi
#

which file is that? I can check how mine looks like, because I won't have exact same string

solemn stratus
#

i clicked some random ones, the first image is PumaAI.cs and the second is PlayerControllerB.cs

fallen wadi
#

give me more context about this ((Vector3)(ref val))

#

and yes, you should probably uninstall .NET 9 Sdk just in case

solemn stratus
#

this section in StartLeapToTree()

fallen wadi
#

yea, my decompilation looks different

solemn stratus
#

heres what it looks like in the original dll

fallen wadi
#

*in dnSpy

solemn stratus
#

yeah sorry

fallen wadi
#

(a nitpicky correction, because in the original dll it sure looks like IL bytecode, lol)

#

I'd say, get rid of .NET SDK 9 and any toolchains you don't need

#

IIRC Unity should promps you to install some VS build tools automatically

solemn stratus
#

well that would've been ages ago i don't remember what tools it had me install

#

i do other stuff in unity as well

#

ill try removing just net v9 first and see what happens

azure saddle
#

been getting this issue, i have net 9 runtime/sdk/desktop runtime

please help💔

solemn stratus
# fallen wadi I'd say, get rid of .NET SDK 9 and any toolchains you don't need

at this point im pretty confident it is using .net 10, ive tried doing stuff like changing some random asset ripper config file to say the exact version of .net that i'm using (it was originally set as a preview version. didnt matter, it didnt change anything) restarting my computer, and none of it has made any sort of impact. im going to quickly try verifying my game files just in case theres an issue there, but other than that i'm stuck. i mean, there is still the potential that asset ripper is using the wrong runtime (im hesitant to fully remove that stuff), but it seems unlikely based on what i've read and i dont want to mess with it if i dont need to.
im now going to verify the files, i really hope that this works (id be suprised but this stuff can be wacky sometimes so its possible)

solemn stratus
#

omg validating the damn files worked

#

wow im embarrased i didnt think of doing that sooner

solemn stratus
solemn stratus
fallen wadi
#

glad you got it resolved

azure saddle
#

That wasn’t clear anywhere lol so I appreciate you for telling me

azure saddle
#

yeah net 9 was the issue all along lol.

fallen wadi
#

What in the patcher makes the decompiled source code [ClientRpc] indented? Not only that, but also some lines inside such methods may become randomly unindented. Kinda annoying

dull furnace
#

the rpc scrubbing has to recreate the indentation

#

when I rewrote a part of it for v72, it seemed to produce normally formatted indentation, don't know about now

fallen wadi
#

can we maybe run dotnet format on the scrubbed output?

dull furnace
#

that shouldn't theoretically be necessary, the scrubber already uses a method to reformat the method body

#

I'd rather figure it why it's badly formatted

fallen wadi
#

I can't even reformat manually, dotnet format fails with some internal exception.

❯ dotnet format Assembly-CSharp.csproj
Unhandled exception: Microsoft.CodeAnalysis.MSBuild.RemoteInvocationException: An exception of type System.TypeInitializationException was thrown: The type initializer for 'Microsoft.Build.Shared.XMakeElements' threw an exception.
   at Microsoft.CodeAnalysis.MSBuild.RpcClient.InvokeCoreAsync(Int32 targetObject, String methodName, List`1 parameters, Type expectedReturnType, CancellationToken cancellationToken)
   at Microsoft.CodeAnalysis.MSBuild.RpcClient.InvokeAsync[T](Int32 targetObject, String methodName, List`1 parameters, CancellationToken cancellationToken)
   at Microsoft.CodeAnalysis.MSBuild.RemoteBuildHost.LoadProjectFileAsync(String projectFilePath, String languageName, CancellationToken cancellationToken)
[...]
#

from what I gather, it has something to do with SDK mismatch between Unity (Mono, partially .NET Frameworks) and .NET Core SDK which dotnet tool runs on

#

This specific combination works for basic formatting:

  1. Add .editorconfig file with:
root = true

[*]
indent_style = tab
indent_size = 4
  1. Run this specific command:
dotnet format Assembly-CSharp.csproj whitespace ./Assets --folder
fallen wadi
#

Tried to update the project to the latest public branch manifest ID 7738331233766615287.

Turns out, guid and fileID are not stable between project patcher runs. So you can't simply cherry-pick your mod sources on top of a newly patched Unity project, you'd have to replace all references again.

Any good solution to this?

dull furnace
#

I'm not too familiar with how the scrubbing works, but I believe its purpose is to (try to) address that, so I guess it may not be working properly

#

I'm not really in a position to debug that at the moment unfortunately

fallen wadi
#

I did a quick search on their GitHub, and found some conflicting info. there are feature requests for that, in some of those they say it should already be trying to make it stable, in most other places it is considered "anti-feature", "false sense of security" (sorry, what?) and "not planned".

proven jewel
fallen wadi
proven jewel
#

because it aint a perfect solution i guess

#

it could be improve by using a more complex way of tracking

#

i was considering to write something but i dont do moons and stuff using the patcher so eh

#

most of my stuff is a single script ref

#

if any