2024.11 compatibility hacks#2013
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Download the artifacts for this pull request here: GUI:
CLI: |
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Note that there's currently a bug, where if you leave null entries exposed on the asset tree for too long and move around too much, maybe click into one of the nulls (the true conditions are uncertain), it could cause a hang or even crash. I'm consistently getting the crash as descripted by the incomplete stacktrace below: Might be a WPF bug, if inquired I will try to grab a full crash dump. |
Ok now I see, you have to very specifically click into the null entries first What's even funnier is, if I run ModTool through VSCode, it hangs instead of crashing |
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Sorry to bother you, but it appears there are two issues:
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oh thank goodness |
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Code does not work for me, Decompiling just gives me this. /* EXCEPTION! |
@MichaelEpicA Unsure if this is fixed in upstream Underanalyzer (this PR may need to be updated), but does this happen on ALL code entries, or just some? If it's just some, if you could send a small code entry's disassembly, that would be helpful for debugging (but report it over here: https://github.com/UnderminersTeam/Underanalyzer/issues). Also, you may be able to turn that specific error into a warning in the UTMT settings. |
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Can confirm this can be turned into a warning in the UTMT settings, and saving appears to work, however I'm doubtful it will load correctly due to UMT reporting a object miscount. It is every single code entry. |
@MichaelEpicA Hmm... if there's a small code entry sample, I guess I'm still curious to look at its disassembly to see if it has to do with actual decompilation, or if there's some other problem at play here. |
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If so, should I just move this over to https://github.com/UnderminersTeam/Underanalyzer/issues then? |
Sure, I'll probably just close it if it ends up being irrelevant. |
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Note: the editor (on Mindwave's Demo) shows shaders now |
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NTS: Two things to check & fix after I come back to this
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Import/ExportAllStrings and find all references are too scary. Bytecode conversion scripts are ignored.
This was probably accidentally dropped during the rebase to new master
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Some additional null checks added as I was editing those files.
colinator27
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Updated the PR myself to latest master (which involved some changes to 2024.8 detection). Everything seems to be loading/saving correctly from my testing so far, and the UI seems to work decently well, even if it's not fully supported with null entries in all cases yet. Further fixes and adjustments can be made in future PRs.



Description
This horribly hacks around ModLib code not written with the null entires in mind to carry on if it ever hits them, and the ModTool is touched up to represent/hide the null entries. The unknown property in UTFont is now also accounted for. It should now be possible to load and save unless if there are edge cases.
Depends on #1937.
Fixes #1996, fixes #2006, fixes #2011
Caveats
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Notes