#archived-modding-development
1 messages Ā· Page 502 of 1
the void's been fixed but the audio still fades out
good, looks like it's going to be in beta for a while
ye, tc's actually listening to feedback now so we need to throw all our grievances at them
fury dreamgate and lifeblood glitches still exist 
meme
goodbye
Merge and compare your documents online and share
meme
literally what
mfw
racist
did hornet used to always die upside down if you kill her during her air dash?
or just sometimes
I dont think it was all the time
freedom
what does net4 have that 3.5 doesnt
rip
plinq
parallel linq?
yeah
ok that's cool
prev.
unless there are more of them idts
i should have debug soonish
provided the api build doesn't hate me
omegamaggotprime
oh dam thats tough as hell
well that means my object pool system is going to break š¤¦āāļø
Are there any bugs y'all would like reported before I submit my own report
re-enable output_log š¤
idk nothing i've got besides screenshake being larger
about to break every mod ama
json.net died
pv still doesn't take damage from flukenest but idrc
DynamicMethodDefinition seems to work anyways
bless ade
oh that reminds me
we have dynamic now ig

is gruz mother getting stuck in a corner important enough to report lol
i think that always happened
ik, just considering adding it to the list since tc's listening now
so I shouldn't report anything that was already in 1432?
idk you do you
oh yeah the mods not loading is because valuetuple is part of .net 4 now so i'm not merging it into assembly-csharp
which is where it's expected to be
thus death
is output_log.txt not changed to Player.log
why would they need this, hmmmm
well, maybe it was just added later in tk2d since it was supported up until 2018.4
I did not expect to be playing games and then come back to a HK update of all things
so 2020 version of Unity along with .NET 4 (thank god)?
damn, i wake up and see that there's a new hk beta
time to make a branch for all my mods in anticipation for 64bit 2020 hk
:modders:
wait, theres a hk update ?
okay.
I remember finding how to get the list of which levelN file was which scene, but I do not remember how or where. Any pointers? 
lfg pins? 
either
- use nesraks hkworldedit, has such a list
or UnityEngine.SceneManagement.SceneManagerhas methods to get all ids and their respective names i think
or that apparently
mine was just uabe
it's in like resources.assets or something and you dump the one called global game managers
Oh NOOOO
rip the guys from pale court
unless members got added to scripts that should work perfectly fine
F
or better: make the things from scratch, so you don't have 100 MB assetbundles
it seems tc add two new level?(level 499,500
what are they
wait what

I am very confused
i'd like to look, but work doesn't allow me to
no
I was about to do something
i want to find out what they are
but i can't extract any asset
2 what, bananas? apples?
2 years
til sfgrenade is a shitty english teacher
my man is about 10 hours delayed
Hey I just woke up less than an hour ago
Anyways pale court ruined
is there any way to extract the unity 2020?
try dnspy modding a class to log names using methods in UnityEngine.SceneManagement.SceneManager, like current modding api uses for preloading
I assume hk is now in 2020?
and .net framework 4 afaik
yeah
Evil
can someone explain what the scenes are exactly?
you mean amazing
No
levels
generally every room is a scene
No I donāt want to install new stuff
first paragraph of https://docs.unity3d.com/Manual/CreatingScenes.html summaries quite well what a scene is
oh wow, just realized, we now can use nearly newest unity docs (default is still 2019.4 for some reason)
tf is sceneutility
jesus that is a cursed emote
you mean beautiful
Beautiful

Hmmmmmm
i think so, already present in 1432 though
poggers
F
sad
couldn't you just load the scene with https://github.com/nesrak1/AssetsTools.NET to look what's inside?
huh
yea
it yeeted me
but doesnt it already exist
what about 500
weird, should be one of the scenes in the 498 package (current patch)
Huh

now to check if the already existing ones still are the same 
^
Could the order of scenes have switched
yeah i'm about to log them all
Nice
fuck I hope not
order doesn't matter as long as name stays the same, as it hopefully does
Pale courtās already ruined, it canāt possibly be ruined more
fair
i remember when the game didn't take 20 seconds to load
š¤ ?
does not feel okay man
you mean before you took out the loading
Does preloading still work
I thought this update would at least make the game faster
are there so many more types or is it just that slow?
I mean it does but it kills DynamicMethods
which means we get to use the cecil version
which is very much not as fast
to instantiate
You all seem to be in pain
intentionally? maybe we can ask them to fix it
What's going on?
Hk beta update
Oh, it broke stuff?
hint: itās in unity 2020
they left in 2 testing scenes
poggers
Pog
*Oh
OH NO*
Assetbundling die
that's not bad
420: (_test_cocoon_2) and 422 (_test_cocoon_1)
Well thatās underwhelming
prob still worth to look at what was tested
Yeah I'm loading it
I'm just reacting the way they said it 
inb4 it's to test the lifeblood glitch lol
lifeblood glitch?
lol
maybe lol
sigh
Did they know about it
Why would they not
have 1 lifeblood, get 2 damage, receive 2 normal mask damage instead of 1 lifeblood & 1 normal
amazing
...because youād think theyād fix bugs they know about
deep lore
well, i don't know what i expected
they definitely knew, they just didn't want to fix it
connected to this room

just like the abs rad glitch
Ah so theyāre like the rest of us
no one wants to fix glitches
Yeah
Thereās lore somewhere, maybe itās an inactive go
56 for silksong!!!!?!?!??!!
the more you know
neat
I'm gonna have to thread the preloading reflection now
It's so bad
prob just forgot to tick the boxes off when building for the beta
imagine pale court's speed, it already takes 25 seconds
that is why it is going to be threaded
the preloading reflection
what
yeah, don't worry
i'm right
it pre-generates the dynamic methods to get fields using reflection because the game has like a metric fuck load of them
and by default it doesn't even cache fieldinfos
which is really slow
and that would be made worse with the prepatcher which swaps all pd access to that for the purpose of mods being made easier
so we do it beforehand
saleh, did you mean the GO preloading?
afaik no
wait
send
Wow
it's free inv drops
Aight good luck all of you
Letās a go
is it unintentional
where are you seeing it
Why has there been no mod made for that
QoL
Is this in the new beta? No mods or anything?
How did I miss that
idk, maybe you're blind or something
Oh yeah
send me the video at least
Same
oh,wtf 56 just deleted
sh
Shhhhhhhhh
watch me send a screencap of that to tc
please i am begging you
first person to actually beg me for something, maybe i'll forget it
Cool
F
damn you 56 for spreading misinformation
listen
the api shouldn't break that
reasonable assumption
i thought it was at least
feelsbadman
56 is no a real man, now he is hk
to be fair, yes, it shouldn't
How does it break that
unless tc adjusted their fsms regarding dnail
I have no fucking clue
i have found the problem
holy shit
i think the reflection is broken
this would be significantly easier if i could actually build the api
wtf
really great
maybe try a barebones prepatcher / nearly nothing mono project and build the api with that
so much effort
it's just the repacking which dies
which is a great opportunity to get rid of it
i hate it
you could --verbose to see what exactly dies though
Huh reflection die
i'll try to help with the api thing once i'm home and at my pc (so in ~1h)
Could I help
if you can clone the modding api repo, yes
honestly with this being a breaking change anyways i'd be very happy to keep them split
of course
better build times better dnspy less bloated assembly
F
i mean it's a big api
ig
Steam has decided to commit die
i wish i was steam
š¤
i'm right
Whatever you say....
terrible
Almost definitely some pre silksong promo 
nah it was two lifeblood test rooms
what if they just wanted a rounded number of levels :)
Nah, I read above, the test rooms are silksong confirmed 
of course
am at pc, can start modding (well, at least after i download the update lol)
is this one, right?
yea
poggers
oh yeah, had to load a backup of my saves because the hallownet test sadly fucked them up
fuck
even more sad, apparently i deleted all save backups (the automatically created ones) before or during
well, who would've guessed, hkfsmview crashed when trying to open scene list
Does anybody have the text file with all of the initial HeroController values? The message where I first saw it seems to have been deleted
Thank you!
why are we using ilrepack 2.1.0-beta1 if 2.0.18 is technically newer?
because it looked newer in version number easy
pretty sure 2018 doesn't work either
i feel like the monomodded api shouldn't be only 3.8 MB
i just read the help wrong
now 15 looks more like it
this sure is something
i guess the reflection really is broken
PlatformNotSupportedException: Operation is not supported on this platform.
at Modding.ReflectionHelper.CreateGetFieldDelegate[TType,TField] (System.Reflection.FieldInfo fi) [0x00029] in <cae828cd382a414f9718739d8bd0ae94>:0
at Modding.ReflectionHelper.GetGetter[TType,TField] (System.Reflection.FieldInfo fi) [0x00046] in <cae828cd382a414f9718739d8bd0ae94>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <2b3a3162be434770b7a4fac8b896e90c>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0004b] in <2b3a3162be434770b7a4fac8b896e90c>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <2b3a3162be434770b7a4fac8b896e90c>:0
at Modding.ReflectionHelper.CacheFields[T] () [0x000c2] in <cae828cd382a414f9718739d8bd0ae94>:0
at Modding.ReflectionHelper.PreloadCommonTypes () [0x00020] in <cae828cd382a414f9718739d8bd0ae94>:0
at OnScreenDebugInfo.Awake () [0x0001e] in <cae828cd382a414f9718739d8bd0ae94>:0
oh I already fixed the exception
lol
poggers
DynamicMethodDefinition
However that seems to not work correctly
Didn't really get a huge chance to look into why because my api stopped building right after
currently it works for me, tell me what to do
ok
And then .CreateDelegate to .Generate().CreateDelegate
It looks like tc could fix this with like two clicks lmao
You just set api compat to .net 4.x
write 'em
But that's not net standard 2.0
Doubt they'd change it for the sole purpose of making modding easier
Idk how json.net doesn't die, it's supposed to use the same shit
Maybe because it doesn't get the chance
Due to Vector3 dying
y'all know the solution to this?```Severity Code Description Project File Line Suppression State
Error MSB3073 The command " C:\Users\name\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\ILRepack/ILRepack.exe /out:Assembly-CSharp.dll MONOMODDED.dll System.Runtime.Serialization.dll Newtonsoft.Json.dll MMHOOK_Assembly-CSharp.dll MMHOOK_PlayMaker.dll MonoMod.Utils.dll Mono.Cecil.dll MonoMod.RuntimeDetour.dll ValueTupleBridge.dll" exited with code 1. Assembly-CSharp C:\Users\name\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\Assembly-CSharp\Assembly-CSharp.csproj 49
ok
That's part of net 4 anyways
You have to ref mscorlib
I did
ref it better
ok
i ref'd nearly everything in the managed thing
bruh
it works though
huh more errors
the joys of an out-of-nowhere update
Fallback handler could not load library E:/Steam/steamapps/common/Hollow Knight/hollow_knight_Data/Mono/data-00000259B3117860.dll
and many more that are nearly exactly the same
what do I do with this? ```Severity Code Description Project File Line Suppression State
Error MSB3073 The command " C:\Users\willd\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\ILRepack/ILRepack.exe /out:Assembly-CSharp.dll MONOMODDED.dll System.Runtime.Serialization.dll Newtonsoft.Json.dll MMHOOK_Assembly-CSharp.dll MMHOOK_PlayMaker.dll MonoMod.Utils.dll Mono.Cecil.dll MonoMod.RuntimeDetour.dll ValueTupleBridge.dll" exited with code 1. Assembly-CSharp C:\Users\willd\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\Assembly-CSharp\Assembly-CSharp.csproj 49
I did
F
Also note that the api isn't in the top left
oh yeah right
So it probably threw if anything
Now load a save
fixed
And open inv
oh no
Or dnail midair for that matter
i see what you mean
hey it built
only charm inv is messed up
I'm gonna play some good ol hollow knight
one can take a wild guess what the error is 
CallMethodProper error on Detail Sprite -> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.BadImageFormatException: Method has zero rva
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <2b3a3162be434770b7a4fac8b896e90c>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0004b] in <2b3a3162be434770b7a4fac8b896e90c>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <2b3a3162be434770b7a4fac8b896e90c>:0
at HutongGames.PlayMaker.Actions.CallMethodProper.DoMethodCall () [0x00121] in <d32c0dfe89c64762859e5b578933976f>:0
for reading, and i though of at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke indicates that it's because of the api
It's time to inject logs into the generated functions
cool
https://stackoverflow.com/a/38920712 it may be something with json.net
now I built it but where was it copied to?
outputfinal
ok
maybe
just picked up newest one for .net4, testing if it magically works better
ah nvm how did I miss an error
Error MSB3073 The command " C:\Users\willd\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\ILRepack/ILRepack.exe /out:Assembly-CSharp.dll MONOMODDED.dll System.Runtime.Serialization.dll Newtonsoft.Json.dll MMHOOK_Assembly-CSharp.dll MMHOOK_PlayMaker.dll MonoMod.Utils.dll Mono.Cecil.dll MonoMod.RuntimeDetour.dll" exited with code 1. Assembly-CSharp C:\Users\willd\Downloads\HollowKnight.Modding-1.5-Beta\HollowKnight.Modding-master\Assembly-CSharp\Assembly-CSharp.csproj 49
no errors in player.log, but a fuckton of them in modlog.txt
F
do you know how to fix this
did you remove your value tuple grenade
yes
yes
https://github.com/silverua/slay-the-spire-map-in-unity/issues/4#issuecomment-619365661
Hi! Thanks for the kind words about the package.
It is related to Json.Net not working properly with API compatibility level 2.0. So, I updated it to NET 4.x in ProjectSettings and pushed. The build works for me. If you have time to give it a try, please let me know how it goes.
why
Yeah
i guess all we can do is kindly ask
or somehow find another way
but dictionaries
that's true
https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html Dictionary<> are not supported god dammit
make our own dictionary support
I despise unity json
make our own json
uh huh
time to implement a custom dictionary just for unity json
doesn't the api already have those?
also grenade, could you share your project so we can build as well?
wait a second, newtonsoft.json is mit and https://github.com/JamesNK/Newtonsoft.Json, what stops me from adjusting those? (i just don't want to do that)
A large amount of effort
that is not fun but this is not the first time I have been enslaved to myself
imma push that into a new temporary repo just for testing though
https://github.com/SFGrenade/TemporaryHkBetaModdingApi @vocal spire if you can build with this, pog
ok
?
1 sec
that's true
done, history is there
oh you're using ilmerge
just because that currently works for me
nah i tried that
rip then
i'm gonna try cloning yours
just don't ask about the references
yeah i noticed lmao
?
throws a warning when i also ref the xgame thing dll
amazing
is everything fucked now
yes
So is HK now using the .NET Standard 2.0 Unity API and that's why PlatformNotSupported is getting thrown? That's what I'm seeing when looking up similar situations, at least
unfortunate
Yeah
i am glad i donāt have to fix shit
dw we will force you at gunpoint to recompile your mods later
yay
is that even a threat tho
that's true
yes
i will forcefully make you immortal
same
oh it's cause the ilmerge path is hardcoded
you're supposed to use the variable they give
smh
had to create a Output folder in PrePatcher and copy the build contents of it to there
now I can play hollow knight with even more bugs!
bugs :gwcorbinholyfuck:
what
dwai
game acting weird
yeah
hey everyone welcome to my modded playthrough of hollow knight beta 1.5
cool dreamnail bug but I don't have the dreamnail
it works w/out you having it?
but can you double jump
no
weird
streaming in general 2
i got my api working
why tf is it only dnail
does dnail have it's own fsm?
this is so broken
yeah
ok
nope lmao
lol
unless there's something you need to report to TC for them to fix to make mods work, isn't it better to just wait for the final version of the game to come out before doing all this?
yeah
what if they build the game differently again and you have to go through all this again
this lets you get it done before the game actually updates
so 9000 people in modding-help don't die instantly
I see you zaliant
zal
fair enough
let them die
that's true
so fucking true
do i just kill json.net or something at this point
Suicide
do we edit it to work right?
what's wrong with it in the first place?
I am new at modding so plz?
bro just ask
you can ask
Now can I just change the speed of swinging the nail in dnspy?
plz don't
just make a mod
don't mod with dnspy
use it to look at the code
don't make mods with it
if you want it for yourself and dont want to use any other mod, then go ahead
how to make mods: https://radiance.host/apidocs
That is the only app I use
Thx
get visual studio or rider or some other c# ide
Yep it is just for fun
So do I need modding api for this?
if you want to edit it with dnspy no
how did you do that? changed json.net version or what?
they don't have any charms
How do get modding api?
run the mod installer
oh
OK.... I don't think I will
ok
Does modding installer work on gog hk version?
we could try system.json
those versions include gog steam humble bundle
it's another way of purchasing games...
I don't think either of my brothers use discord
And I don't think u r big
Will continue I want to learn
?
This is the dream nail right?
oh I see now
so reflection still bugged?
or is it something else since it's really only the dnail
am i going to do it? š„“
What the sh8 is this

only got like 3 sound effects from it, no worries
lol
but first visual studio update
fsmview is fixed, it's just the unity version was too new so I'm pretending it's older so it will load
similar what was done to reflectionhelper: change DynamicMethod to DynamicMethodDefinition from monomod.cecil i think
that's gonna be so slow
ok
i also could just dm benji to ask tc to export the actual release with the .net4.x thing
do you really think that's gonna happen though
that only fixes json.net/dynamicmethod too idk what's with the other shit
tell them, I'm sure they will at least listen if you ask through benji/simo
let me get unity first, so i can attach a screenshot lol
does this install vs or only additional tools for vs to work better with unity?
looks like vs to me
I do wanna shill BepInEx once more as from what I've found it does support Unity's .NET Standard 2.0 - still probably a last resort thing depending on if it can be made to work or if it'll be rebuilt with 4.0 API
i mean, it's unity, could be 1.4 GB of just tools
i mean the api can work fine
it's just monomod static patching
not like bepinex is any different
there's just some patch that does terrible things now
fair 'nuff, just putting the option out there once more anyway
Could I ask
understandable
excluding 800 files any%
it's a new modding api for the beta update
For silk song?
no
no, for the beta #hk-announcements
idk, haven't read https://steamcommunity.com/app/367520/discussions/0/3109143313947465227/ yet
Yay
My pc is gonna kick my butt
OK I have read it and I am disappointed
My day is ruined and my disappointed is miserable
so hkworldedit is fine i guess? at least it doesn't crash
edit the test scenes
what about utiny
F
there has to be a fork that updates it
I should try it
it has a ton of forks
~300 forks
crashes upon trying to get the scene list though
yeah I seriously doubt hkworldedit will work because I'm manually binary reading version specific files
the guy who made utiny doesn't have an automated type extractor like uabe does so you'd have to do manual work to upgrade it
aren't we already doing manual work
yea, copying level files from a 1432 install rn
why has no one combined uabe and utiny sigh
someone should do that
well he said he would make a similar tool but he never did
F
F
I have been out of the loop but is the new beta being a pita for compiling the api or something
nearly everything normal reflection breaks
Oh
also unity 2020
makes sense to me
new hk uses unity 2020.2.2
Huh
and .net4
old assetbundles now die 
I've used AssetStudio to rip in the past, does it have feature parity with UTinyRipper?
Yeah I knew about the .net4
Idk much about unity, any easy fixes?
Just re-export and hope for the best
good point
Thank god all my mods are low effort
lol
hopefully we can just open the unity projects in 2020 and everything will work
And don't have any fancy assetbundles
That's what I'm hoping for Saleh
what about tk2d?
doesn't it not work in newer vers
they're still using it though, no?
Oh yeah 56 said something about tk2d
also how would I reference that?
I have a case of dumbness probably solvable by food
bruh
why is it red
Modified
huh
neat
hmmm
this is not the correct word
Pog
frog
omegamaggotprime
What are you doing 56
trying to get modding api to work
Oic
how would I do this though
looked around a bit and didn't see anything
add nuget package monomod ig
at least the mono in modding api is a nuget package afaik
i'd open visual studio to show, but i ran out of screen real estate
???
Took a screen shot
?
i can't seem to find a button for the .net4.x stuff, or would i really need to add scripts first?
I was about to ask where?
found it (near the bottom)
Big bros continue with this genuis thing I am going to search about vs
I removed the merging and now it just crashes
poggers
sseadv is dead because the texture format changed
F
probably why it's broken in hkworldedit as well
but in hkworldedit it looks funny
idk I'm surprised it loaded at all
it uses so much magic
I think what's happening in hkwe is that the filename of the texture is overwriting the position that it reads from the texture
so it's reading the right file but at the wrong location
I hope I can find some time later on to update my mods to the beta. My mods heavily depend on asset bundling
This would be a good time for hk manager to come out
time to test my custom json.net.dll
System.PlatformNotSupportedException: Operation is not supported on this platform
Sadge
maybe doesn't support what we need idk if the lack of support for .net framework 4 the important bit, though idk which exact framework unity 2020.2.2 runs on
would looking it up find some answers
sadge
tried, didn't autocomplete
F
@fair rampart I got the nuget package but it says it can't be used for net 40
I thought it was discussed that it was 4.0 earlier....
ok
ig one would like to keep runtime env the same and i have absolutely no idea how the netstandard 2 interferes with that
is there a way to reference the classes in my unity scene from my mod
or vice versa
ok 
thx
i assume i need to drop hk's dlls into the project as well?
I made a mod to track when grass is destroyed. I needed to create a unique ID for each piece of grass the knight comes across.
This unique ID would need to be persistant between plays of the game (so instance ID won't work I think). I initially just used the names, but the names of the grass game objects aren't always unique within a single scene (frustratingly they are within King's Pass, Dirtmouth, Crossroads, and the first scene of Greenpath, so I thought it was working for awhile). Now I'm using the name and the XY position of the game object.
That seems to be working, but I'm a bit nervous. There's a lot of grass so I don't know if this is actually working, or only working for most grass. Anyone know if this strategy has been used by another mod, or if there's a better one?
try storing the scene and name of the object
That was my initial key. But that second scene in greenpath broke that strategy since multiple grass objects share the same name in that scene.
doesn't every object have an instance id already
When I searched around for what "instance ID" is, I read that it's something that unity generates dynamically, and it isn't persistant from one run of the game to another (and maybe not even from one scene load to another).
I didn't actually test it though
i put the games assembly into my project and im getting this error error CS1704: An assembly with the same name `Assembly-CSharp' has already been imported. Consider removing one of the references or sign the assembly Library/ScriptAssemblies/Assembly-CSharp.dll (Location of the symbol related to previous error) Assets/assemblies/Assembly-CSharp.dll (Location of the symbol related to previous error)
why are you doing that
i kind of figured that would be the answer
what you should do(got this from SFGrenade)
Copy your mod project, in the new one delete everything but the monobehaviours. remove anything from the monobehaviours that doesn't work, build, put in unity
no longer need the game's assembly
new error poggers:
Newtonsoft.Json.JsonReaderException: Unexpected character encountered while parsing value: [. Path 'BoolValues._keys', line 3, position 18.
That's my current strategy. scene/name (x, y). I noticed that the z coordinate changes between loads for many objects though, so I've been worried that the x, y might as well... I tested a bunch of scenes, but there's a lot of grass.
could that be because of the globalsettings generated by unity's system?
I kept getting that whenever I mucked with the settings file... I don't understand the format.
show yours
2020.2 supported, all tools back to working
cool
cool
utiny ripper?
we just have to generate code to remake these files https://github.com/mafaca/UtinyRipper/tree/master/uTinyRipperCore/Parser/Classes
by writing it
cool
cool
where do I start
idk I think this is all hand written lol
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on line 3 character 18
confusion
I think the main issue with upgrading utiny is that the names he uses aren't the same that uabe uses
maybe delete the file and see what it generates
i'll try that
it didn't throw an error in main menu, but i guess this isn't what we want
also is that 2nd unused charm new or did I somehow miss it?
idk
I'll look through the sprite dump
looks like it's not new
can't believe all hk modding went boom with the release of a single update
so we dont have to update the modding api technically
it's always going to be a branch people can change to
I can only find this in UI Toolkit preview but it isn't a park of hk at all
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this isn't a part of 2020.2
not even a part of 2021.1
I think you just downloaded a preview package
what code are you even running
sorry, you downloaded a newer version
for some reason it yeeted at least that method, idk if it yeeted more though
huh
gonna try SFCore & idk what else
pushed the changes if people want to try
i think we have to keep the valuetuple thing
seems to work find for me
public delegate (int env, UnityEngine.AudioClip clip) Somethinghook(HeroController c);```
oh you're viewing it in dnspy
no, vs, but it wants me to install system.valuetuple
don't mind me adding to ITogglable mod