MostHated
MostHated
It looks like it, everything else before that point is pretty typical Unity stuff. This is from just above the Patcher lines from the log. I can try closing and...
Sure, one sec, I will give it a try.
Unfortunately, that didn't help. Just to see, I commented out the [InitializeOnLoadMethod] of the Patcher init and it loaded just fine, but then I realized that, that method is probably...
Yeah, I did. I tried commenting 32 and 33 first, but it didn't seem to make a difference. It still closed right away when loading the editor.
This was unfortunately all it gave this last time. ```sh Caught fatal signal - signo:11 code:1 errno:0 addr:0xf893b11 Obtained 2 stack frames. #0 0x007fc6821a6bb0 in funlockfile #1 0x00000041f976a7 in (Unknown)...
Looking at how this initializes, I will see if I can remove one of the patches at a time to see which one then allows it to load.
Ok, I changed to the following and I found what looks like the one: ```cs static void GetPatches() { if (patches != null) return; patches = new List(); var patchTypes...
I removed the skip, then made this adjustment, but it crashed as it had before. ```cs protected override IEnumerable GetPatches() { // var onEnable = AccessTools.Method(PropertyEditorRef.type, "OnEnable"); // var onDisable...
If PropertyEditorPatch is skipped from loading via the method I used prior, the editor loads. If I set everything back to normal, but then in PropertyEditorPatch, I make the changes...
I am not sure, when I made the changes, I closed the editor and reopened it, and it crashed.