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https://github.com/sinai-dev/UnityExplorer.git
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2.0.9
* Fix an issue in mono builds causing a crash * Fix for games which only contain one scene * A few small cleanups
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@ -25,7 +25,7 @@
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<RootNamespace>Explorer</RootNamespace>
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<RootNamespace>Explorer</RootNamespace>
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<AssemblyName>Explorer</AssemblyName>
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<AssemblyName>Explorer</AssemblyName>
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<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
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<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
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<MLCppGameFolder>D:\Steam\steamapps\common\Hellpoint</MLCppGameFolder>
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<MLCppGameFolder>D:\Steam\steamapps\common\VRChat</MLCppGameFolder>
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<!-- Set this to the MelonLoader Mono Game folder, without the ending '\' character. -->
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<!-- Set this to the MelonLoader Mono Game folder, without the ending '\' character. -->
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<MLMonoGameFolder>D:\Steam\steamapps\common\Outward</MLMonoGameFolder>
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<MLMonoGameFolder>D:\Steam\steamapps\common\Outward</MLMonoGameFolder>
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<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
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<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
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@ -43,15 +43,14 @@ namespace Explorer.UI
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// Get current cursor state and enable cursor
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// Get current cursor state and enable cursor
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try
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try
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{
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{
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//m_lastLockMode = Cursor.lockState;
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m_lastLockMode = (CursorLockMode)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static).GetValue(null, null);
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m_lastLockMode = (CursorLockMode?)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static)?.GetValue(null, null)
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m_lastVisibleState = (bool)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static).GetValue(null, null);
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?? CursorLockMode.None;
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}
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catch
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//m_lastVisibleState = Cursor.visible;
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{
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m_lastVisibleState = (bool?)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static)?.GetValue(null, null)
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m_lastLockMode = CursorLockMode.None;
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?? false;
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m_lastVisibleState = true;
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}
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}
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catch { }
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// Setup Harmony Patches
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// Setup Harmony Patches
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TryPatch("lockState", new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_lockState))), true);
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TryPatch("lockState", new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_lockState))), true);
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@ -150,13 +150,12 @@ namespace Explorer.UI.Inspectors
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if (m < 4 || m > 16)
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if (m < 4 || m > 16)
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continue;
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continue;
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var fi = member as FieldInfo;
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var pi = member as PropertyInfo;
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var pi = member as PropertyInfo;
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var mi = member as MethodInfo;
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var mi = member as MethodInfo;
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if (IsStaticInspector)
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if (IsStaticInspector)
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{
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{
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if (fi != null && !fi.IsStatic) continue;
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if (member is FieldInfo fi && !fi.IsStatic) continue;
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else if (pi != null && !pi.GetAccessors()[0].IsStatic) continue;
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else if (pi != null && !pi.GetAccessors()[0].IsStatic) continue;
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else if (mi != null && !mi.IsStatic) continue;
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else if (mi != null && !mi.IsStatic) continue;
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}
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}
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@ -195,6 +194,8 @@ namespace Explorer.UI.Inspectors
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try
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try
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{
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{
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// ExplorerCore.Log($"Trying to cache member {sig}...");
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var cached = CacheFactory.GetCacheObject(member, Target);
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var cached = CacheFactory.GetCacheObject(member, Target);
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if (cached != null)
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if (cached != null)
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@ -11,6 +11,11 @@ namespace Explorer.UI
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{
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{
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private Sprite refSprite;
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private Sprite refSprite;
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public override void Init()
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{
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base.Init();
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}
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public override void UpdateValue()
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public override void UpdateValue()
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{
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{
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#if CPP
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#if CPP
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@ -30,7 +35,7 @@ namespace Explorer.UI
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public override void GetTexture2D()
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public override void GetTexture2D()
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{
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{
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if (refSprite)
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if (refSprite && refSprite.texture)
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{
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{
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currentTex = refSprite.texture;
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currentTex = refSprite.texture;
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}
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}
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@ -35,6 +35,7 @@ namespace Explorer.UI.Main
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public override void Init()
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public override void Init()
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{
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{
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Instance = this;
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Instance = this;
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m_currentScene = UnityHelpers.ActiveSceneName;
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}
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}
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public void OnSceneChange()
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public void OnSceneChange()
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@ -18,7 +18,7 @@ namespace Explorer
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#if CPP
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#if CPP
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return GUIUnstrip.ExpandWidth(expand);
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return GUIUnstrip.ExpandWidth(expand);
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#else
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#else
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return GUIHelper.ExpandWidth(expand);
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return GUILayout.ExpandWidth(expand);
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#endif
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#endif
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}
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}
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