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Cleanup and update readme
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README.md
15
README.md
@ -49,6 +49,21 @@ The standalone release can be used with any injector or loader of your choice, b
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3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
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4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
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# Known issues
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**C# Console completions are inaccurate or incomplete**
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* Issue with `Mono.CSharp.Evaluator`, [being looked into](https://github.com/sinai-dev/UnityExplorer/issues/75).
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**[IL2CPP] List or Dictionary fails to enumerate**
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* Issue with `Il2CppAssemblyUnhollower`, [being looked into](https://github.com/sinai-dev/UnityExplorer/issues/74).
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**[MelonLoader] Game classes do not load / all non-Unity components show up as "UnityEngine.Component"**
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* Unsure of the cause of this issue, try with BepInEx and see if issue persists. Seems to be an issue with MelonLoader not being able to do `Assembly.Load` on the unhollowed `Assembly-CSharp` for some reason, despite the fact that referencing the assembly from a mod and loading it that way works fine.
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# Features
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<p align="center">
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@ -499,15 +499,14 @@ namespace UnityExplorer
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{
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if (Directory.Exists(UnhollowedFolderPath))
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{
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var files = Directory.GetFiles(UnhollowedFolderPath);
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foreach (var filePath in files)
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DoLoadModule(filePath, false);
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foreach (var filePath in Directory.GetFiles(UnhollowedFolderPath, "*.dll"))
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DoLoadModule(filePath);
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}
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else
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ExplorerCore.LogWarning($"Expected Unhollowed folder path does not exist: '{UnhollowedFolderPath}'");
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}
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internal bool DoLoadModule(string fullPath, bool suppressWarning = false)
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internal bool DoLoadModule(string fullPath)
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{
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if (string.IsNullOrEmpty(fullPath) || !File.Exists(fullPath))
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return false;
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@ -56,13 +56,7 @@ namespace UnityExplorer.ObjectExplorer
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else if (m_context == SearchContext.Class)
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currentResults = SearchProvider.ClassSearch(nameInputField.Text);
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else
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{
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string compType = "";
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if (m_context == SearchContext.UnityObject)
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compType = this.desiredTypeInput;
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currentResults = SearchProvider.UnityObjectSearch(nameInputField.Text, compType, m_context, m_childFilter, m_sceneFilter);
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}
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currentResults = SearchProvider.UnityObjectSearch(nameInputField.Text, desiredTypeInput, m_context, m_childFilter, m_sceneFilter);
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dataHandler.RefreshData();
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resultsScrollPool.Refresh(true);
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