#archived-modding-development

1 messages · Page 519 of 1

rough pulsar
#

i tested your mapi and the "Start game" just said "Start" in my own screen

jolly oriole
#

poggers

rough pulsar
#

h le same thing

#

and no Modding API thing at top left

jolly oriole
#

you have no Mods folder maybe?

rough pulsar
#

i do

#

maybe i didnt put in all of the dlls

light zodiac
#

What's your keybinds?

rough pulsar
#

there we go

jolly oriole
#

why does mapi rename start to start game lol

rough pulsar
#

i mean it originally was Start Game

patent zealot
rough pulsar
#

hunt, i was able to quit the game without any problems

patent zealot
#

modinstaller is biased

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yhtsi

rough pulsar
#

i install mods without any modinstaller

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maybe i should prepare a batch file that lets you manually install mods

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or a powershell script

patent zealot
#

i meant modding api

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idk why i said modinstaller

rough pulsar
#

oh

#

alright

fair rampart
#

now I don't have errors in the project but when I try to compile it says that it cannot find modcommon, modding etc, even if they are referenced and imported in the project with no errors

rough pulsar
#

what are you trying to compile

jolly jungle
#

beautiful

rough pulsar
#

oh, make sure the references in the list have no yellow warning signs

jolly jungle
#

Who made?

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anyways

patent zealot
#

a friend

jolly jungle
#

How do I look at Colosseum enemies' FSMs?

vocal spire
#

then they are probably either missing or for the wrong version

fair rampart
#

probably the version is the problem

light zodiac
#

That's with the F1 menu open

patent zealot
#

im on 1.5

fair rampart
#

for example if I try to compile daughter of hallownest

patent zealot
#

oh wait that wasnt to me

rough pulsar
#

try re-adding references

#

doflamnigo

light zodiac
#

@ hunt does that bug happen with debug removed?

patent zealot
#

yea

light zodiac
#

I thought it was debug problem lol

patent zealot
#

i uninstalled the modding api, and it worked and trie with no mods and only the api and it didnt work

rough pulsar
#

he mentioned it previously

light zodiac
#

Oh just read it

#

Mb

jolly oriole
#

noooooooo

rough pulsar
primal latch
#

This channel hasn't been this active in ages

light zodiac
jolly oriole
#

UnityEngine.Object.DontDestroyOnLoad threw an nre

#

nice

primal latch
#

yes. Chromebooks waiting like .5 seconds before typing a space that way you type another letter before it

jolly oriole
#

oh no

#

it's assetbundle related

rough pulsar
#

the error??

jolly oriole
#

my thing

vocal spire
#

oof

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random blame: custom materials

jolly oriole
#

it's audio

vocal spire
#

oh nice

#

pale court will be fun

#

surprised fyremoth was able to load, has a video

rough pulsar
#

since jumping from 2017 to 2020 is a huge gap

vocal spire
#

also getting pretty far on adding multiple patch support to mod installer

rough pulsar
#

i'm sure this is going to frustrate a lot of people 🙃

vocal spire
#

time to customize modlinks

rough pulsar
#

cool

#

i'm going to make a branch in my github mod page

#

basically like, 1.4.3.2 edition

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question, does 1.2.2.1 also use .NET Framework 3.5?@vocal spire

copper nacelle
#

Yes

rough pulsar
#

ah

#

thanks for the heads-up

copper nacelle
#

We do a little NUKEing

rough pulsar
#

now time to observe unity 2020 documentation elderC

jolly oriole
#

specifically the last audio file i try to DontDestroyOnLoad doesn't work lol

#

wait, is it even in the bundle

vocal spire
#

doesn't don't destroy only work on gameobjects and components

rough pulsar
#

well

#

every object in unity seems to have DontDestroyOnLoad

jolly oriole
#

mystery solved, i can't load what never was

rough pulsar
vocal spire
#

ah yes code just appears

jolly oriole
#

in the meantime, i started hk a total of 4250 times by now

vocal spire
#

let me load some code that doesn't exist from vs

rough pulsar
#

how does one keep track of such number

jolly oriole
#

part of registry on windows, i have a small script that prints such information

rough pulsar
#

nvm

#

oh

copper nacelle
#

give

jolly oriole
#

here, have

#
foreach (var keyname in Registry.CurrentUser.OpenSubKey("SOFTWARE").OpenSubKey("Team Cherry").OpenSubKey("Hollow Knight").GetValueNames())
{
    if (keyname.Contains("_"))
    {
        string paddedName = keyname.Substring(0, keyname.LastIndexOf('_'));
        try
        {
            string decryptedName = Encryption.Decrypt(paddedName);
            string ret = (string) typeof(PlayerPrefsSharedData).GetMethod("ReadEncrypted", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(Platform.Current.EncryptedSharedData, new object[] { decryptedName });

            Log($"Raw Key: '{decryptedName}': '{ret}'");
        }
        catch (Exception e)
        {
            string retString = PlayerPrefs.GetString(paddedName, "DOESN'T EXIST");
            if (retString.Equals("DOESN'T EXIST"))
            {
                float retfloat = PlayerPrefs.GetFloat(paddedName, -123.456f);
                if (retfloat.Equals(-123.456f))
                {
                    Log($"Other Key: '{paddedName}': '{PlayerPrefs.GetInt(paddedName, 0)}'");
                }
                else
                {
                    Log($"Float Key: '{paddedName}': '{retfloat}'");
                }
            }
            else
            {
                Log($"String Key: '{paddedName}': '{retString}'");
            }
        }
    }
}
rough pulsar
#

while 4.7.2 has arrived

#

i'm gonna check if it has proper zip archiving tools

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if it does, great, if it doesn't, fuck

vocal spire
#

ayyy, got separate mod lists from different patches

fair rampart
#

no, complilig still says that all references are missing

#

I'll continue tomorrow

rough pulsar
#

time to

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look up a tutorial on how to extract zip files hollowcool

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YO

jolly oriole
#

how is save mod data stored again?

rough pulsar
#

I CAN EXTRACT ARCHIVES IN .NET FRAMEWORK 4.7.2

vocal spire
#

what discord

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I sent a message

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here

jolly oriole
#

rip

vocal spire
#

and clyde is.....?

jolly oriole
#

bot

vocal spire
#

bruh, I just want to send the example of the new modlinks

rough pulsar
#

try and send it again

#

.

vocal spire
#

I did

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well it would look terrible in discord anyways, screenshot time

rough pulsar
#

dm the file to someone here and ask them to repost it here

vocal spire
rough pulsar
#

looks like we have to include seperate patch blocks ourselves

vocal spire
#

someone should write a program to convert the old modlinks

rough pulsar
#

do you plan to enabling the user to choose which patch to install

charred topaz
#

Did 1.5 just come out?

vocal spire
#

I plan to have some detection system

jolly oriole
#

yes

vocal spire
#

yee

rough pulsar
#

yeah it did

vocal spire
#

I was up at 5am this morning updating mods

rough pulsar
#

your mod will not work in 1.5 unless you change the .net framework to 4.7.2

cedar hemlock
vocal spire
#

I slept until 11

vocal spire
rough pulsar
#

unity 2020.2

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and ingame patches

vocal spire
#

modsettings has been killed in new api

rough pulsar
#

tbh i've been looking forward to this update

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because working with .net framework 3.5 was tedious and harder in my case

charred topaz
#

crap, just had to come out when I'm busy on homework. I'll see if I can find an opportunity sometime to get my mods working. At least I no longer have to have 2 separate branches for each game version.

rough pulsar
#

dang

vocal spire
#

you do if you want 32 bit compatibility

rough pulsar
#

yeah

vocal spire
#

kinda why I'm making this installer update

jolly oriole
#

oh yea, 64 bit

rough pulsar
#

uhm

#

i just remembered...

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last time i tried to download from discord using code

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it failed

vocal spire
#

?

rough pulsar
#

like yknow

#

i tried to set up a code that would install discord game sdk files to set up the discord rich presence without having the user do it

jolly oriole
#

oh yea, that

rough pulsar
#

and downloading from discord threw a Forbidden error code

vocal spire
#

upload the file to google drive?

rough pulsar
#

doing curl on ocmmandline worked

rough pulsar
#

i can try that

cedar hemlock
#

I havent veen keeping up with this, so whats gonna change with modlinks and stuff?

rough pulsar
#

for now ima wait for visual studio to open the solution

light zodiac
rough pulsar
cedar hemlock
#

Patch name

rough pulsar
#

also.

jolly oriole
rough pulsar
#

shouldn't you set this to something like

#

maybe not patch specific

copper nacelle
#

32 bit compatability kinda cringe

vocal spire
#

I'm using local paths because it's easier atm

rough pulsar
#

i'm choosing to support 32-bit users hollowcool

vocal spire
#

same

vocal spire
jolly oriole
#

i'm putting memory huggers in all my mods so only people with 10+ GB of spare RAM can play my mods

#

😎

rough pulsar
#

me with 4 gb

vocal spire
#

would checking assembly-csharp's hash be a good way to detect patches?

rough pulsar
#

sure

#

just

#

choose to support below 1.4.3.2 as well

floral blade
rough pulsar
#

there are modding apis for 1.2.2.1

vocal spire
vocal spire
#

ohhh when it updates

#

maybe checking another file would be a good idea

ornate rivet
#

is it really a good idea to continue supporting 1.4?
People who want to use it can just use the old modinstaller

rough pulsar
#

mscorlib seemed to appear only in 1.5

rough pulsar
vocal spire
#

but versions before 1.4

floral blade
#

Or could you check the version inside the DLL?

rough pulsar
#

^^

ornate rivet
#

that's they're fault, it's 2021

vocal spire
rough pulsar
vocal spire
dark wigeon
#

if they are on 32bit they don't have a good enough computer to run mods anyway

copper nacelle
#

true

rough pulsar
#

4 errors right after opening the solution hollowcool

dark wigeon
#

computers have been mostly 64 bit for ages

vocal spire
#

get rid of instance

#

everything is static now

floral blade
#

As long as it's not confusing for players I'm all for supporting 32 bit

pale crest
#

prob late to the party but new update won't allow mods?

vocal spire
#

yep

pale crest
#

rip

vocal spire
#

unless you manually install the 1.5 api

ornate rivet
#

wat, yea it will

dark wigeon
#

as long as it's not a hassle supporting 1.4 and 1.5

rough pulsar
vocal spire
#

i'm doing the hassle for ya so

floral blade
vocal spire
#

¯_(ツ)_/¯

floral blade
fair rampart
#

I noticed that if I install moddingAPI tha game is not working anymore

floral blade
#

Unless you plan on making frogcore normalise the API

vocal spire
rough pulsar
#

my mod's not that complicated (thankfully!) so i can easily port my mod to both 1.4.3.2/1.2.2.1 AND 1.5

fair rampart
rough pulsar
#

yeah

#

compile the ModdingAPI yourself

fair rampart
#

ah no

vocal spire
#

can someone else link the pre compiled api

rough pulsar
#

oh yaeh

#

yeah

vocal spire
#

if it doesn't have a patch for the current patch, modinstaller won't show it

rough pulsar
#

make sure to use every dll found in there

vocal spire
floral blade
rough pulsar
#

i forgot to set my mod's target framework

vocal spire
fair rampart
floral blade
vocal spire
floral blade
#

And any number of patches could be supported with just creating a new modlinks

#

Past or future

vocal spire
rough pulsar
#

cool

vocal spire
#

kool

floral blade
rough pulsar
#

now i can unzip files without using outside libraries

fair rampart
rough pulsar
#

feels like a dream

fair rampart
vocal spire
fair rampart
#

but next I have to build the modAPI , not use the prevoius one

vocal spire
#

wdym

#

that file you downloaded was the 1.5 moddingapi

#

not the previous one?

rough pulsar
#

you don't, i linked a 1.5 mapi previously.

fair rampart
#

from that zip I extracted this

#

next copy them under /Managed

rough pulsar
fair rampart
#

ok but after how I open the moddingAPI

rough pulsar
#

you just copy all of these dlls into /Managed folder

#

and launch the game

#

make sure you have 1.5 x)

fair rampart
#

previously I used this

ornate rivet
#

shoot can someone send me updated QoL, slow loading times is killing me

floral blade
rough pulsar
#

sure i can try to send a link to qol download if i can real quick

#

it's the QoL dll

floral blade
#

It's editing 1 file more Vs 2 files less

rough pulsar
#

you have to put it manually into

#

C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods

floral blade
#

It is great that you're adding the support tho!

rough pulsar
#

i am adding support for every version that has modding api supported 🙂

mortal nest
#

can't wait for bonfire and health bar mods to be usable again

rough pulsar
#

currently i am working on 1.5 version now, since that's the current one i have...

vocal spire
#

link me a version of the moddingapi with the unmodded assembly and I'll add support

copper nacelle
#

you can send them the qol but it won't work

#

lmao

rough pulsar
#

yeah

#

i forgot

#

about that

vocal spire
#

unmodded assembly-csharp or at least the hash

ornate rivet
#

oh well I won't be modding until QoL is fixed

copper nacelle
vocal spire
#

scary

ornate rivet
#

well that was fast

copper nacelle
#

might work

ornate rivet
#

thanks

rough pulsar
#

you mean like 1.4 assembly right

#

or just unmodded

ornate rivet
#

is the pdb file needed?

rough pulsar
#

i doubt, i think that's the debug file

vocal spire
# rough pulsar or just unmodded

if you want a moddingapi version added, send me either the unmodded assembly-csharp and modded assembly-csharp or their sha1 hashes

copper nacelle
#

if you want errors i would take them for when it inevitably explodes

vocal spire
#

unmodded: self explanatory
modded: moddingapi

rough pulsar
#

alright i uploaded discord game sdk to google drive, im gonna test if it works

fair rampart
#

ok I have done it

copper nacelle
#

we have ci now fyi

#

took a few child sacrifices but you know you live you learn

vocal spire
#

???

copper nacelle
#

what

vocal spire
#

(what's ci)

copper nacelle
#

can get the api build off artifacts at any point

vocal spire
#

oh ok

copper nacelle
#

just need to get it to auto-release w/ a tag and i'll be further set

jolly oriole
#

poggers

patent zealot
ornate rivet
#

very nice

jolly oriole
#

idk if we could've started this earlier, didn't log into gog 🥴 (may have been on gog for 5 days already)

copper nacelle
#

lmao

fair rampart
#

now I have only these errors

vocal spire
#

remove instance from the modhooks stuff, everything is static now

fair rampart
#

ah ok. I was looking from daughter of hallownest project

ornate rivet
#

daughter of hallownest? that hasn't been updated to 1.5, don't look at that

fair rampart
ornate rivet
#

that's one of the older mods, some of the implementation in it is not the best

vocal spire
#

currently I'm trying to figure out why I added the current patch to the installer's settings and if I should revert that change

fair rampart
#

now how can I add objects to preloadedObjects?

ornate rivet
#
public override List<(string, string)> GetPreloadNames()
{
    return new List<(string, string)>
    {
        ("GG_Hive_Knight", "Battle Scene/Hive Knight/Slash 1"),
        ("GG_Hollow_Knight", "Battle Scene/HK Prime"),
        ("GG_Hollow_Knight", "Battle Scene/HK Prime/Counter Flash"),
        ("Abyss_05", "Dusk Knight/Dream Enter 2"),
        ("Abyss_05","Dusk Knight/Idle Pt")
    };
}
fair rampart
#

ah, so robably somthing is still wrong with references

ornate rivet
#

does the assetbundle browser not work in 2020?

jolly oriole
#

latest release of it is from 2018

#

latest commit is from late 2019

ornate rivet
#

so...did the latest release/commit work for you?

jolly oriole
#

idk, i don't use it lol

#

though the latest commit might work

#

as 2020.2 was probably released before 2020

ornate rivet
#

alright

fair rampart
#

for GetPreloadedNames says that reference to type (,) is not found in mscorlib

copper nacelle
#

Are you using the right mscorlib?

#

This is net 4 so it should have it even if you don't use hk's

ornate rivet
#

what are Addressables?

fair rampart
ornate rivet
#

have you tried deleting the old one and adding the new one?

copper nacelle
#

It's probably implicit

#

Are you going against 472?

#

3.5 is the one without tuple built in

fair rampart
copper nacelle
#

are you going to show the error

#

Or just that red text

fair rampart
#

I have translated it, it's italian

copper nacelle
#

where

fair rampart
#

for GetPreloadedNames says that reference to type (,) is not found in mscorlib

vocal spire
#

I guess I won't be playing 1.5 then....

copper nacelle
#

472 not 45 ty

fair rampart
copper nacelle
#

yes

vocal spire
#

4.7.2

copper nacelle
#

dots kinda cold face smh

vocal spire
#

well imma go do some more testing with the installer now

#

then I'll transition the old modlinks to new or something I guess

copper nacelle
#

can't exactly do that when they don't exist ngl

vocal spire
#

?

#

I'm using a local file for the modlinks atm?

jolly oriole
copper nacelle
#

I was thinking same form

#

But idk

#

Actual package management kinda thing would be nice

fair rampart
#

ok now it says that I have a double reference to System.ValueTuple2 both in mscorlib

vocal spire
#

get rid of the valuetuple ref

#

nvm I read it wrong

#

I cannot think

fair rampart
#

wooo finally

jolly oriole
ornate rivet
#

The type or namespace name 'RuntimeServices' could not be found (are you missing a using directive or an assembly reference?)
The type or namespace name 'Boo' could not be found (are you missing a using directive or an assembly reference?)
Anyone know where I can get Boo and RuntimeServices?

jolly oriole
#

lmao, what is Boo

fair rampart
#

Thanks all. Sorry I am not familiar with Visual Studio and C#, I use java and Eclipse at work

#

now my mod is working again

copper nacelle
#

why are you using Boo what the hell

#

that's long dead

ornate rivet
#

the assetbundle browser uses it

copper nacelle
#

Wtf

#

Boo is Unity's budget python

ornate rivet
#

is there another assetbundle browser not by Unity?

worn eagle
#

I yeet out everything that depends on boo to make it work

ornate rivet
#

like you delete the files or just the methods?

worn eagle
#

just the methods

ornate rivet
#

ok thanks

jolly oriole
ornate rivet
#

¯_(ツ)_/¯

#

also do any of you know what addressables are? Should I be switching from assetbundles to them?

jolly oriole
#

https://docs.unity3d.com/2020.2/Documentation/Manual/com.unity.addressables.html

Description
The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.
[...]
Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.
For usage samples, see github.com/Unity-Technologies/Addressables-Sample
ornate rivet
#

honestly, I already read that and I'm not sure what it's saying

jolly oriole
#

appears to be something like a file and you can tell unity to search for it instead of "hardcoding" file paths?

copper nacelle
#

Remote seems to imply auto fetch

jolly oriole
#

i'd test with it in a seperate project first

#

though you probably can't use it in a DLL as an embedded resource

vocal spire
ornate rivet
#

any idea why in 1.5 going to a custom scene causes particles from stuff like dash and super dash to break (turn pink)
Even after going back to a scene that's not custom, the particles are still broken

dark wigeon
#

addressables are resources.assets in bundles

#

essentially

vocal spire
#

so I have an update to mod installer that adds support for different patches(as long as there is a moddingapi for that patch)

#

what should I do with it?

#

modlinks is rewritten so previous installer versions won't work

deep wave
#

fwiw I had a proposal to update modlinks that shouldn't break mi1 or 2 but not at pc zote

vocal spire
#

uploaded my changes to my fork

copper nacelle
#

break them both

tawny onyx
#

you can try my code. in Decoration/Util. just copy them to your project

vocal spire
tawny onyx
#

my folder keep it as

vocal spire
tawny onyx
#

can we merge all of these libraries to just one dll?

#

as far as i remember, 1432 api is just one file

copper nacelle
#

no

#

I mean you can but I won't

light zodiac
#

What's the mmhook?

copper nacelle
#

God awful 30 mb dll with shit build times

#

it is on hooks

light zodiac
#

Ok

tawny onyx
#

sum of them just 14 mb

copper nacelle
#

yeah and the repack is more than that

#

Kills any chance of being able to reasonably dnspy the result

#

Makes build times for the api significantly worse

#

It's bloat with no benefit besides being able to ref 1 dll and get 40 things as a result

primal latch
#

Damn. You guys have made a lot of progress

ornate rivet
primal latch
#

var mat = new Material(Shader.Find("Sprites/Default"));
SpriteRenderer[] rends = FindObjectsOfType<SpriteRenderer>();
foreach (SpriteRenderer rend in rends)
{
rend.material = mat;
}

#

Run this when the new scene is loaded

#

@ornate rivet

jolly oriole
#

that's not the problem, afaik problem is that the knight's dash loses material/shader

ornate rivet
#

yep

floral blade
#

github is ded, what do i do with my free time now zote

ornate rivet
#

it's interesting that it's only the particles that are broken now

floral blade
#

might it be that unloading the custom scene resets the materials used by that scene (not realising we'd need it for the current one as well)?

ornate rivet
#

but why would tc make it do that for stuff like dash, that's going to be in every scene

jolly oriole
#

wait, it's 1.5, just load all assetbundles at the mods initialize/constructor

copper nacelle
#

moments before running out of gpu memory

jolly oriole
#

then just download more vram

#

or just don't have 200+ MB of assetbundles lmao

primal latch
primal latch
floral blade
#

finally github is up knighttoot and so is my shiny new PR

ornate rivet
#

@jolly oriole
So do your new scenes from ToT work?

jolly oriole
#

those work, but i do have exactly 0 materials and shaders in the bundles (maybe a 2dphysicsmaterial and one for custom particles)

#

so potentially not exactly 0

ornate rivet
#

but in this case, stuff like the shadow dash particles shouldn't be related to the assetbundle's shaders/materials

#

huh the materials and particles do seem to exist in the scene

#

so why are they pink??

copper nacelle
#

racist

#

if you get the material before entering the scene is it the same material as after exiting the scene

#

or does it get replaced

ornate rivet
#

nvm I dont think that's the shadow dash particle material that's missing

ornate rivet
jolly oriole
#

56, did you update your debugmod for 1.5 or should i do it for myself for now? might need to damagetest potentially fucked nailarts

copper nacelle
#

mulhima pr'd it

#

I had my own shitty one before the settings meme but I assume this one is better anyways

jolly oriole
#

👍

copper nacelle
#

you should tell us if you do damage test

#

such a massive pain

jolly oriole
#

planning to do that because methyl said that apparently nailarts do different damage when in pantheon with all bindings compared to out of pantheon

#

which seems hella jank

ornate rivet
#

Oh the shader goes from Sprites/Default to Hidden/InternalErrorShader

#

hmmmmmmmm

jolly oriole
#

wtf changes the knight's dash's shader

ornate rivet
#

ok I'll just manually set it like I would with SpriteRenderers

#

I wonder why this is happening in 1.5 all of a sudden

jolly oriole
#

likely new unity version, also now throws an exception when dontdestroyonloading null instead of only logging that it doesn't do anything

ornate rivet
#

I mean that makes sense

copper nacelle
#

they call me omniscient

#

did you already check hc

ornate rivet
#

what's hc

jolly oriole
#

herocontroller

ornate rivet
#

oh

#

I have not

#

I dont think it's related to herocontroller though

copper nacelle
#

it's time to on hook every shader change

jolly oriole
#

make with monomod every unity dll hookable /s

copper nacelle
#

I mean you can just do the hooks yourself with the constructor

floral blade
#

after building the new mapi , i get this when trying to build my mod
Reference to type 'Action' claims it is defined in 'mscorlib',but it could not be found
any idea what could be causing this ?

ornate rivet
#

I was too lazy to do that

foreach (var i in FindObjectsOfType<ParticleSystemRenderer>(true))
{
    if (i.material.shader.name == "Hidden/InternalErrorShader")
    {
        Log($"Had an error: {i.name}");
        i.material.shader = Shader.Find("Sprites/Default");
    }
}
#

This works fine except I think not all the materials that are breaking use Sprites/Default

#

because some of the particles are turning into rectangles

fair rampart
#

try to update .NET framework

ornate rivet
#

so new big brain plan: Copy a list of all the bad materials, figure out what shader they are supposed to use, set shader to that

#

hopefully this works for all the arenas

copper nacelle
#

omegamaggotprime

ornate rivet
#

what should I do then?

floral blade
fair rampart
#

4.72

ornate rivet
#

Could it be related to the Graphics setting here?

floral blade
fair rampart
#

and make a reference again

jolly oriole
# ornate rivet Could it be related to the Graphics setting here?

idk if i changed anything there, but i also don't use assetbundle browser, so i may just don't have those shaders, though my personal theory is more in the direction of something bundled that has references to the knight (potentially thanks to a assetstudio rip)

floral blade
#

it lives again!caravanpraise

floral blade
fair rampart
rough pulsar
#

wait did mapi get another update?

#

also i tried downloading from google drive with code and it seems like it also had an error

#

luckily i found a code online that seemed like it had many things i missed, i haven't tested it yet

primal latch
rough pulsar
primal latch
#

ah. Yeah. 1.5 support is still WIP

vocal spire
#

?

#

Somebody or me?

primal latch
#

lmao

vocal spire
#

The pr I posted was for mod installer

rough pulsar
#

no, the pr to mapi that like

vocal spire
#

Add support for multiple patches in modlinks

rough pulsar
#

save settigns or smthin

light zodiac
#

If iglobalsettings and ilocalsettings is what your using for save settings its the newest one

#

I think

vocal spire
#

There have been no prs in this channel recently except mine

copper nacelle
#

fixable

#

untrue

vocal spire
#

?

copper nacelle
#

dandy posted his

#

checkmate

floral blade
#

is it modapi that exposes On.HeroController ?

vocal spire
#

Yes

primal latch
#

yes

vocal spire
#

In 1.5 MMHOOK_Assembly-CSharp

vocal spire
floral blade
#

aah that's my problemo

floral blade
#

double checkmate ?

copper nacelle
#

true

vocal spire
#

lol

fickle sparrow
#

tbf the 1.5 modding api does work

copper nacelle
#

true

fickle sparrow
#

under artifacts

#

and also you can just compile the code yourself

floral blade
vestal plover
#

Is it wise to start updating mods for 1.5 or are there going to be major changes to the modding API before its release?

copper nacelle
#

man just ignores the artifact

#

idk about major probably just some smaller stuff

fickle sparrow
#

I doubt we'll do anything more that will break it

#

cause we already changed most of the cursed stuff

copper nacelle
#

I gotta change the reflection helper member names

#

They annoy me deeply

vestal plover
#

Does the new Unity version store crash logs in a different place now, or did I somehow crash the crash reporter?

copper nacelle
#

It's either the saves folder or the game folder

#

I don't remember which is the current one

vestal plover
#

Hmm, it doesn't show up in either folder

copper nacelle
#

Also if this is from just installing the api I'd make sure you have the newest

vestal plover
#

No, the installation went perfectly fine, I just refactored my mod for the 1.5 API and it straight up crashes without any indication in the ModLog or any crash reports

primal latch
jolly oriole
copper nacelle
#

what

#

and yeah that should be an enum I just never bothered changing it

#

iirc

#

idk what you mean with the generics though they are generic

jolly oriole
#

1 sec

#

... if vs stops lagging

#

like this (so i don't need this in sfcore)

copper nacelle
#

that is an extension

jolly oriole
#

yea

copper nacelle
#

I don't like extensions on every object they get cluttered very quick

#

I'd prefer that to be in like a lib like it is but if a bunch of people are using it I could I guess

#

I had them in modcommon and then I couldn't change them because breaking api meme I think

#

Aids

jolly oriole
#

i mean, i only added it because i was used to it from serecore/modcommon (idk which one it was)

primal latch
copper nacelle
#

yeah

#

But I also do not care enough to modify modcommon

#

Checkmate

primal latch
#

oof

#

I got checkmated

#

beter then jebaited

rough pulsar
#

is there anything you can even do with modcommon

primal latch
#

debug collider

jolly oriole
#

a*

primal latch
#

although I find that should be a build-in feature of the mapi

jolly oriole
#

nah, not needed in the mapi, just write your code that it works

#

ez

primal latch
#

it's handy for visualizing. For example: when you haven't set up sprites for things yet

jolly oriole
#

visualize using hkwe2

#

wait

#

there was something

floral blade
#

it be alive! , only had to yeet modcommon and settings.

rough pulsar
#

good joob

#

i have yet to port my own but i am adding another feature to 1.5 port

floral blade
#

i need to bring settings back i just added them like last release

copper nacelle
#

the new ones are very easy dw

rough pulsar
#

what new ones

#

ohhh

#

settings

floral blade
#

yeah i saw the example it was pretty simple to grasp

rough pulsar
#

pure vessel skin isn't public i assume

jolly oriole
#

which one

#

aren't there like 3 different ones

patent zealot
#

Theres emray and twp onr afaik

primal latch
#

why doesn't the ci build the example mods? Aren't they important too since they could break after updates to the api?

jolly oriole
#

why doesn't github have a quick link to the latest action smh

jolly oriole
#

oh damn

primal latch
#

green checkmark and then details

jolly oriole
#

nah, l'll just use that link yuri posted

patent zealot
#

Is that the same modding api or is it a different one

jolly oriole
#

updated since yesterday

patent zealot
#

Pog

jolly oriole
rough pulsar
#

kinda off topic but are there any linux users here

primal latch
#

yeah. But they are still the examples. You would expect them to be updated

rough pulsar
#

doesn't linux have a built-in file download tool for bash

primal latch
#

but not for HK

copper nacelle
#

curl

#

both of those aren't actually bash though they're just standard utils

ornate rivet
#

why did you change Log?

rough pulsar
#

is wget builtin to linux?

#

or curl

copper nacelle
#

no they're just both very standard

primal latch
jolly oriole
#

56, the latest commit of debugmod is broken

copper nacelle
#

curl is ubiquitous

rough pulsar
#

hmmm aleight

copper nacelle
#

@ Mulhima#2695 😤

rough pulsar
#

juat wanna make sure the autodependency install is portable to all OS

primal latch
rough pulsar
#

i plan to use terminal in this

jolly oriole
#

@light zodiac you seem responsible according to 56

copper nacelle
#

why would you make it more specific when curl is more portable

primal latch
#

Wget is a command-line utility for downloading files from the web

copper nacelle
#

I don't think alpine comes with either though

#

and

primal latch
#

@rough pulsar wget is easier, curl is more versetile

rough pulsar
#

as long as ubuntu has curl or wget builtin i think its fine

primal latch
#

I think it has both

ornate rivet
#

What did the new version of mapi do to Logger.Log?

rough pulsar
#

cool, mac os and windows has curl too

primal latch
#

really?

fickle sparrow
#

don't use Logger.Log

copper nacelle
#

don't use curl and expect it to work on windows

primal latch
#

might come with gitforwindows

rough pulsar
#

yeah i checked

fickle sparrow
#

use the Log function in the Mod class

copper nacelle
#

he needs his 800 static logs though smh

ornate rivet
#

alright, thanks

rough pulsar
#

builtin

primal latch
rough pulsar
#

damn

copper nacelle
#

Windows 10 Insider build 17063 and up

#

In theory

primal latch
#

really?

#

didn't know that

copper nacelle
#

Just use WebClient though if you have a mod

#

Yeah I was surprised too

rough pulsar
#

its going to be a pain in the ass to make code for downloading then

copper nacelle
#

why

#

WebClient is pretty simple

rough pulsar
#

i tried webclient

copper nacelle
#

what happens

rough pulsar
#

it threw errors at me when i tried with discord

copper nacelle
#

but what are the errors

rough pulsar
#

like, Forbidden http error

copper nacelle
#

did you give the auth token?

#

in the header

rough pulsar
#

no...

copper nacelle
#

really makes you wonder why it's forbidden

rough pulsar
#

i didnt know i had to do that

copper nacelle
#

I mean for most discord actions you need a login

rough pulsar
#

m

#

actually i tried downloading from discord with curl and it worked

#

dunno why it just didnt with webclient

fickle sparrow
#

like a file hosted on discord?

rough pulsar
#

ye

#

discord_game_sdk.zip

light zodiac
fickle sparrow
#

check the headers that curl adds

rough pulsar
#

ok

jolly oriole
jolly oriole
#

thanks!

#

i love having like 3 hk installations

copper nacelle
#

that's so little smh

rough pulsar
#

curl sends those

jolly oriole
#

yea, the 1432 64 bit one is practically unused

rough pulsar
#

looks like i gotta add the User-Agent and Accept

copper nacelle
#

pretty sure serena has more

jolly oriole
#

wow this is jank

copper nacelle
#

and by more I mean literally every patch

#

what's jank

jolly oriole
#

nailart damage

copper nacelle
#

Ah

#

Yeah

#

They do that

primal latch
#

hey, remember me asking if AssemblyTypeAttribute should be an enum? Yeah. enums can't be attributes

jolly oriole
#

current findings:

No Charms, No Bindings:
After Creating Save:
G Slash: 450 -> 408 = 42 = 2x
D Slash: 408 -> 356 = 52 = 2.5x
C Slash: 356 -> 304 (2 hits) = 26 = 1.25x
After dying once:
G Slash: 450 -> 408 = 42 = 2x
D Slash: 408 -> 366 = 42 = 2x
C Slash: 366 -> 324 (2 hits) = 21 = 1x
copper nacelle
#

wtf

ornate rivet
#

why does it say I dont have the interface's methods implemented?

copper nacelle
#

Does dying once have a hit before using it

#

The way it was working out for me was that the first use of the nail art was fucked

#

Saleh just autogen the methods think about it

ornate rivet
#

I did but nothing happens when I do

fickle sparrow
#

wtf

rough pulsar
#

what

fickle sparrow
#

drunk ide

jolly oriole
#

i went in, activated invincibility, tested each once (except the second cyclone one, first one i wasn't sure if 1 or 2 hits), then died

copper nacelle
#

Build anyways and see what happens

rough pulsar
#

microsoft, your faulty ide 🙄

copper nacelle
#

do it without testing once pretty sure that's the actual part

#

fury was triggering only if it was the first time since quit out that nail art had been used last time pauseshroom

#

Awful

jolly oriole
#

so use each one once before he pantheon? or what

#

i'll just use them like 3 times per test

copper nacelle
#

like first use is different than the second

#

esp if you're doing charms

rough pulsar
#

ok i applied the headers that curl does similarly, idk if user-agent matters. time to test le mod

#

shit shit i forgot to put in the mod lol

primal latch
#

trying to build the mapi gives the error " The command " C:\Users\Erik de Vlaam\Desktop\HollowKnight.Modding/PrePatcher/Output/PrePatcher.exe Assembly-CSharp.dll Assembly-CSharp-patched.dll" exited with code 9009." the build mode is release

copper nacelle
#

build the prepatcher first

primal latch
#

ok

copper nacelle
#

I swear if you have the same thing as the ci I will murder someone

jolly oriole
#

uh

#

shouldn't the narts do 2x damage now?

copper nacelle
#

somni said they reversed the changes

#

so no idea

vestal plover
#

Is there anyone that has updated their mod to 1.5 and uses dynamically added TextMeshPro components? If I try to add such a component to a GameObject my game crashes without any stack trace or unity crash log.

floral blade
jolly oriole
#

poggers

vestal plover
copper nacelle
#

Saves

jolly oriole
#

this concludes the no bindings test, now for all bindings (i heard there were differences 🥴)

light zodiac
#

So great and dash slash is still at 2.5 and cyclone is 1.25?

#

This is with strength?

jolly oriole
#

dw, it's fucked up

#

and yesn't

#

no charms

vestal plover
light zodiac
jolly oriole
#

y*naildamage

#

it displays y

#

should be at 2/1

primal latch
copper nacelle
#

I'm going to commit a warcrime

#

Are you building the solution and not the individual projects

primal latch
#

I tried both

copper nacelle
#

Is the prepatcher output in output

jolly oriole
#

making a godseeker save and using nailarts will use the old 2.5/1.25 times naildamage formula, while doing so after dying at least once results in the new 2/1 times naildamage

primal latch
#

It could be that my user name has spaces in it

copper nacelle
#

ah

#

Terrible

#

Don't do that easy

light zodiac
#

Why do you need to die for changes to take effect

jolly oriole
#

🍝

primal latch
copper nacelle
#

yes

primal latch
#

how could I fix it?

copper nacelle
#

I didn't quote the args

#

Quote the args

primal latch
#

ok

#

got it

rough pulsar
#

oi WebClient works thankfully

#

no more pain, all i missed are the headers

jolly oriole
#

oh wow, i think i know why it's 2.5x before dying/maybe doing another thing that somehow rechecks nart multiplier

primal latch
jolly oriole
#

FsmViewAvalonia just closes when looking at the damages_enemy fsm on the Great Slash gameobject in scene4 of 1.5 release

primal latch
#

why does almost everything contain this.? It seems unnecessary

#

never mind. Got it

light zodiac
primal latch
#

probably because it patches the assembly

#

but... It's also in non-patch classes

jolly oriole
#

but the avalonia one doesn't have a scene list or working search bar sadly

dark wigeon
#

tHeN make an iSsuE if you report a bug to the void then only the void can fix the bug

jolly oriole
#

oh yea, there was a repo for that

dark wigeon
#

y'all want tabs and scene view I guess

jolly oriole
#

imo tabs isn't that much of an issue, but scene list and the search bar is the biggest thing

dark wigeon
#

oh yeah I think searching has a pr

#

sorry 56

primal latch
jolly oriole
primal latch
jolly oriole
#

probably looks cleaner ¯_(ツ)_/¯

primal latch
#

all those this.?

#

I'd say it adds code clutter

jolly oriole
#

but you have the difference of this.w <=> other.w

primal latch
#

I know

#

but VS studio marks a lot of them as unnecesary. I get it for the patches, but for the custom classes?

light zodiac
copper nacelle
#

where is it used in custom classes

#

It's just a style preference though

#

I tend to not use it

dark wigeon
#

@jolly oriole this is Great Slash/damages_enemy

#

not getting the crash

fickle sparrow
#

using this.Field is way better practice tbh

#

introduces explicitness on the access

merry lotus
#

Question about 1.5 API:
I understand that 1.5 inherently breaks essentially everything, but is it literally everything? Like, if I get the current 1.5 API and attempt to load some of the random mods that people uploaded to this server too see if they still work, would there be any chance that they do?
For example, if I try celeste.dll, which just added dashing in all directions, could something like that still work, or is there a fundamental change that means that literally nothing built pre-1.5 will work?

floral blade
#

Which is basically all of them I guess

fickle sparrow
#

the changes are super easy

floral blade
#

The .NET version being different might nuke them too idk

fickle sparrow
#

not really

dark wigeon
#

3.5 is compatible with 4.7

#

even .net core+ although it does sort of complain

floral blade
#

So then as long as no hooks / settings it would work

fickle sparrow
#

maybe

#

better to just fix the mods

#

cause it takes a minute to do so

dark wigeon
#

did hooks change or smth

fickle sparrow
#

we made them static

floral blade
fickle sparrow
#

so you just remove the .Instance access and it works fine

#

and the new save thing is super easy as well

floral blade
#

It is but old DLLs probably won't work as is unless it's a tiny mod

fickle sparrow
#

they wont

#

if they don't use saves they might

floral blade
#

And hooks

fickle sparrow
#

well the ModHooks::Instance field still exists

#

its just obsoleted

#

and .NET should technically work

#

because you can access static methods through instances

copper nacelle
#

no the il doesn't work

#

It's an error I had it wrong

fickle sparrow
#

ah

jolly oriole
fickle sparrow
#

insane

jolly oriole
floral blade
fickle sparrow
#

idk 56 said it didn't

jolly oriole
#

oh yea, forgot that already lol

dark wigeon
#

I've been too lazy to test it

#

Or I could just trust 56

#

can I trust 56

copper nacelle
#

it works

dark wigeon
#

ok

copper nacelle
#

I can't live without search

patent zealot
#

is there a benchwarpfor 1.5 yet?

dark wigeon
#

I believe in you

#

merged

#

*kids saying yay sound effect*

jolly oriole
#

oh my god

#

wait what

dark wigeon
#

what

jolly oriole
#

nvm

#

nart damage is badly made

dark wigeon
#

avalonia missing text changed events is meme

#

to this day it still has no event

copper nacelle
#

my favorite auto complete box with no auto complete

jolly oriole
#

nart damage is 2.5x/1.25x until anything sends the UPDATE NAIL DAMAGE or CHARM INDICATOR CHECK event to the knight
so potentially when you get a nail upgrade, enter nail binding pantheon, equip strength, get fury effect or charms change? (probably this is CHARM INDICATOR CHECK)
after that it's 2x/1x

#

gonna write a bug report

#

before i forget it again

#

though a nart that does 6.5625 times naildamage is probably poggers

#

gonna test it first

#

if this holds up

merry lotus
jolly oriole
#

holy shit strength narts are powerfull
without damage reset they do 'normal' 2.5x, even with strength equipped
but with damage reset they do 2x without strength, 5x with strength

floral blade
#

mapi 1.5 could also support hooks on hooks.instance.xyz right ? if it does then simple mods wouldnt break and anything more complex would need updating due to unity changes anyway

light zodiac
#

That is omega broken even if it's intended

fickle sparrow
#

I really do not want to support instance methods

#

the mod owners will probably get around to updating them

#

and yes it is possible to update a mod to not use the instance methods with dnSpy

jolly oriole
floral blade
light zodiac
#

Who needs debug nail increase keybind any more

#

I'll just remove it when I fix those missing files

jolly oriole
#

after testing: the damage is 'only' ~7.125x

#

(92)

light zodiac
#

How is 92 7.125

jolly oriole
#

it's ~7.08, but game rounds down somewhere during that, and 7.125 is the closest then

light zodiac
#

21*7 = 147?

jolly oriole
#

oh fuck, i copied wrong formula

#

strength+fury does probably 4.5x

copper nacelle
#

5x tf

#

what the fuck

jolly oriole
#

yea, not 5x

copper nacelle
#

ruined

jolly oriole
#

would've been 5x if it was the nailbinding as base

vestal plover
#

There doesn't happen to be an extensive changelog of FSMs that were changed in the update right?

light zodiac
#

TC and changelogs

#

You expect too much

nimble lake
#

no way speedrun mods will allow that lmao

jolly oriole
#

i have no idea how this contruct is supposed to work.
everything following is theoretical

one way it could work is that nailart damage is (cases Great & Dash slash):

tmpDmg = nailDamage * (1.25 for cyclone, otherwise 2.5) (* 1.75 if fury effect is active)
finalDmg = round(tmpDmg)

which would cap G/Dslash out at 92 damage. This results in roughly 92 DPS.
Cyclone would cap out at 322 damage. This results in roughly 150 DPS.

another way is:

tmpDmg = nailDamage (* 1.5 if strength is active)
finalDmg = round(tmpDmg) * (1 for cyclone, otherwise 2)

which would cap G/Dslash out at 64 damage. This results in roughly 64 DPS.
Cyclone would cap out at 224 damage. This results in roughly 105 DPS.

in theory the 2nd way should be happening though the 1st way is apparently happening in practice.
the Strength/Fury + NGM combo could need the effects of both Strength and Fury, with a potential damage calculation being

tmp1Dmg = nailDamage * (1 for cyclone, otherwise 2) (* 1.5 if strength is active)
tmp2Dmg = round(tmp1Dmg) (* 1.75 if fury effect is active)
finalDmg = round(tmpDmg)

which would cap G/Dslash out at 110 damage. This results in roughly 110 DPS.
Cyclone would cap out at 392 damage. This results in roughly 105 DPS.

But even this doesn't do more damage than the Fury+Strength+QS combo, which caps out at roughly 224 DPS.

dmgPerHit = round(round(nailDamage * 1.5) * 1.75)
dps = dmgPerHit / 0.25
nimble lake
#

get graig on this lol

patent zealot
#

just say pale court released and he will come

jolly oriole
#

i'll make this the bug report

light zodiac
#

can you cancel bug reports?

jolly oriole
#

i can delete the message i sent to benji

#

why

light zodiac
#

The Colo geo bug

primal latch
#

why did the ci fail on my pr? It says it can't acces a repository. My guess is that that repo contains the vanilla files?

light zodiac
#

The bug reports go to Benji? I thought there was a Google forms or something

jolly oriole
#

i reported my bugs to benji, but you could've sent them to benji, simo or the steam thread

primal latch
#

anybody have an idea?

jolly oriole
#

yea

#

you arent part of the group having that private ci repository

primal latch
#

ah. Then why add the ci? I mean: isn't it used to validate the integrity of the commit?

jolly oriole
#

idk why the ci doesn't just go from the owner of the repo though

primal latch
vocal spire
#

Yeah

jolly oriole
#

new patch which is incompatible with current mods and modinstaller

#

so kinda expected

primal latch
#

yeah

#

we really need to roll this out to the public soon

fickle sparrow
#

we are using the CI to just build nightly

#

theres literally no other use for it because unit tests can't really happen in a modding api

vocal spire
fickle sparrow
#

old modinstaller

vocal spire
#

?

light zodiac
#

What happens when a mod (previously turned off in the in-game mods menu) is turned on in the in-game mods menu?

fickle sparrow
#

it calls Initialize

vocal spire
#

Initialize is run?

fickle sparrow
#

yes

#

its also always run on load

#

but then gets unloaded if the mod is turned off

light zodiac
#

I tried rn and my mod doesn't reappear on top left

fickle sparrow
#

in the mod menu?

vocal spire
#

Check modlog

light zodiac
#

Yes

fickle sparrow
#

you have to exit the menu

#

then all changed mods will get activated/deactivated

#

I didn't want someone spamming on/off to cause performance issues

light zodiac
#

I exited the menu and changed a scene too

fickle sparrow
#

then your mod probably crashed something

light zodiac
vocal spire
# fickle sparrow old modinstaller

I was making changes to mod installer 2, and dmed 56 asking for a solution to a weird error, and 56 suggested not doing anything since they’d be doing something their self

light zodiac
#

Currently my initialze is

public override void Initialize(Dictionary<string, Dictionary<string, GameObject>> preloadedObjects)
        {
            Instance = this;
            PreloadedObjects.Add("Inspect", preloadedObjects["GG_Workshop"]["GG_Statue_Hornet/Inspect"]);

             GameManager.instance.gameObject.AddComponent<FindBoss>();

             GameManager.instance.gameObject.AddComponent<GUIForSettings>();
            
             ModHooks.Instance.LanguageGetHook += BossDesc;
        }```
fickle sparrow
#

wwhats your unload

vocal spire
#

Does it pass null in for preloadedObjects

fickle sparrow
#

yeah it should if you don't request any preloads

light zodiac
# fickle sparrow wwhats your unload

ModHooks.LanguageGetHook -= BossDesc;

        var MainComponent = GameManager.instance?.gameObject.GetComponent<FindBoss>();
        if (MainComponent != null) UnityEngine.Object.Destroy(MainComponent);
        var GUIComponent = GameManager.instance?.gameObject.GetComponent<GUIForSettings>();
        if (GUIComponent != null) UnityEngine.Object.Destroy(GUIComponent);
light zodiac
fickle sparrow
#

preloadedObjects only gets passed in on the first time it initializes I think

#

just cache them tbh

light zodiac
#

The preloaded object doesn't really matter anyways

fickle sparrow
#

well I mean you're indexing it so if its null you'll crash

light zodiac
#

I'll remove the preload and try

#

It works now

#

So Toggleable mods can't have preloads?

#

Or is there a workaround?

jolly oriole
light zodiac
#

Idk how

fickle sparrow
#

if preloadedObjects objects is null

#

it means you are re-enabling the mod

#

it will get passed in the first time

light zodiac
#

Ok thanks

fickle sparrow
#

the lifecycle is basically

1. constructor
2. initialize(with preloaded objects)
3. unload
4. initialize(not with preloaded objects)
5. repeat from 3
rough pulsar
#

i got the auto dependency install thingy working on my mod finally!!!
kinda

#

i just made a simple mistake i could fix

floral blade
#

if i have a Texture2D A & another one B and i do A = B , does the original A get garbage collected automatically ? or do i need to destroy A manually ?

glossy pilot
#

wait I need to test too, lmao
let me push a NPE patch quickly

#

done

dark wigeon
#

I was making fun of 56 earlier and being able to trust him with the pr without me testing

#

ok this better work

glossy pilot
#

I know
btw can you add the Open resources.assets menu, miss it

dark wigeon
#

yeah I'll get to those things tonight

#

also those lines need arrow heads lol

#

always bothered me

dark wigeon
#

@glossy pilot ok resources.assets back

#

anyone on gog it now does that open folder dialog so you can just pick the location

copper nacelle
#

wtf

#

if you click select with nothing selected you are asking for a crash 😤

dark wigeon
#

wat

#

@copper nacelle wat

copper nacelle
#

idk that's what a commit said it fixed

dark wigeon
#

ohh I see

#

you were replying to a commit message

#

yeah uh, I thought clicking select without anything selected working fine would be obvious but

#

someone spent three days trying to get me a stack trace which basically showed dude kept trying to click open without selecting a file

#

I lost faith in humanity long ago

copper nacelle
#

disaster

dark wigeon
#

anyone using linux fsm view?

glossy pilot
dark wigeon
#

frick

#

that was for debug reasons

#

k release updated

glossy pilot
#

also, if I click cancel in the folder selection dialog, the app crashes
you shouldn't trust humanity.

dark wigeon
#

ahhhhhhhhhhh

#

why didn't you say that 30 seconds ago

glossy pilot
vocal spire
dark wigeon
#

I hate debugging in avalonia