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UA: Add rough check for CodeLocals' removal from FUNC in 2024.8 #1937
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UA: Add rough check for CodeLocals' removal from FUNC in 2024.8 #1937
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Download the artifacts for this pull request here: GUI:
CLI: |
Doesn't look too wrong so bug catching can take place. No clue what to do with the disassembler's message |
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I am unable to use the search function when using this artifact fyi, but it does load 2024.8 data for reading and some editing. It seems to have a chance to somehow corrupt gml scripts, from time to time when I make a modification and leave a script, I'll try to come back to it and get that giant wall of greentext. |
Can confirm that it does fix #1928 |
UndertaleModTool/Windows/FindReferencesTypesDialog/UndertaleResourceReferenceMethodsMap.cs
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I modified the NewTextureRepacker script to be a form instead of a messagebox. This is useful since it contains user configurable items that the user may wish to change on a per-game basis. The |
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FYI I am using this build and as of |
Co-authored-by: zivmaor <[email protected]>
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Okay, while there's all sorts of weirdness brought by this, like the mildly inconvenient code editor UI situation (probably got to rely on Colin's work here anyway as I have no idea how all that stuff works). Signs lead me to believe this is fair enough for initial implementation, and basically I'm done with it at this point (focus has moved on to #2013), so it's probably the right time (finally) to open this up for review so things can get moving faster. |
Description
As @colinator27 noted around the time of GM 2024.8(00) Beta's release, this GM version removes the CodeLocals list from the FUNC chunk. This PR adds logic to detect this, and makes builtin scripts aware of this.
Might fix #1928.
For contributors: feel free to continue this yourself if it's stuck in limbo or something.
Caveats
Notes
Data.CodeLocals is now null if the bytecode version doesn't support it, it must be created manually if needed.