Chris Handzlik
Chris Handzlik
We're seeing debug-error messages coming from our app code that have Mirror at the bottom of the stack-trace. eg. ``` Mirror.ThreadLog:OnLateUpdate() Mirror.NetworkLoop:NetworkLateUpdate() ``` The messages are also duplicated, we'll also...
`FastScriptReload.Editor.Compilation.DynamicCompilationBase.CreateSourceCodeCombinedContents` here: ``` var existingType = allTypes.Single(et => et.FullName == t.Key); ``` Type will be XXX.YYY and won't be properly resolved. Using Single will cause exception
Currently Mac detorur works only in Intel version, this is down to MonoMod/Harmony not supporting, More details https://github.com/pardeike/Harmony/issues/424
Needs confirmation. File watchers are triggered outside of main thread and potentially code could run even if Unity is doing main reload? Not sure why that'd lock reloading. There are...
``` /* bool drawin = corner switch { */ //Auto-excluded to prevent exceptions - see docs PathCorner.UpperLeft => drawBorder[3], PathCorner.UpperRight => drawBorder[0], PathCorner.LowerRight => drawBorder[1], PathCorner.LowerLeft => drawBorder[2], => true,...
One of the users mentioned it'd be helpfult to have those. The use case - have FSR available for whole team but disabled by default
Partial classes need to be correctly rewritten. Possibly best approach is to pull all partial classes files into single and compile. [ ] reach back to tommox86 from forum thread
If tool hot-reloaded assemblies in playmode and user has domain reload disabled - those changes will persist into editor mode and won't be cleaned up on next play-mode entry. It'd...