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* Rework start * Prevent crashing * The newest working BepInEx with the game * There, now it should be fine * Log passing, unload false? * Fixed do not delete? * Partially import setting gui * Reimported more functionallity * Restore functionality of many settings * Meh, before I loose something * Rewrite done? Probably have to uncomment some stuff and do some cleanup * There? * Add those missing things * Some more * Hide this * Scrap vibration controller * Other missing stuff * So that is setup on time, cause Start doesnt seem to work :-/ * Because for whatever reason Atlas gets unloaded otherwise * Should be ready? * Clean up null references * Update readme. * Licence files
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GlobalGameManagersPatcher/bin/* | ||
GlobalGameManagersPatcher/obj/* | ||
Cpp2IlDump/*.exe | ||
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Source_Melon/* |
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4.0.0 |
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[Caching] | ||
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## Enable/disable assembly metadata cache | ||
## Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers. | ||
# Setting type: Boolean | ||
# Default value: true | ||
EnableAssemblyCache = true | ||
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[Detours] | ||
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## The native provider to use for managed detours | ||
# Setting type: DetourProvider | ||
# Default value: Default | ||
# Acceptable values: Default, Dobby, Funchook | ||
DetourProviderType = Default | ||
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[Harmony.Logger] | ||
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## Specifies which Harmony log channels to listen to. | ||
## NOTE: IL channel dumps the whole patch methods, use only when needed! | ||
# Setting type: LogChannel | ||
# Default value: Warn, Error | ||
# Acceptable values: None, Info, IL, Warn, Error, Debug, All | ||
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning) | ||
LogChannels = Warn, Error | ||
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[IL2CPP] | ||
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## Whether to run Il2CppInterop automatically to generate Il2Cpp support assemblies when they are outdated. | ||
## If disabled assemblies in `BepInEx/interop` won't be updated between game or BepInEx updates! | ||
## | ||
# Setting type: Boolean | ||
# Default value: true | ||
UpdateInteropAssemblies = true | ||
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## URL to the ZIP of managed Unity base libraries. | ||
## The base libraries are used by Il2CppInterop to generate interop assemblies. | ||
## The URL can include {VERSION} template which will be replaced with the game's Unity engine version. | ||
## | ||
# Setting type: String | ||
# Default value: https://unity.bepinex.dev/libraries/{VERSION}.zip | ||
UnityBaseLibrariesSource = https://unity.bepinex.dev/libraries/{VERSION}.zip | ||
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## The RegEx string to pass to Il2CppAssemblyUnhollower for renaming obfuscated names. | ||
## All types and members matching this RegEx will get a name based on their signature, | ||
## resulting in names that persist after game updates. | ||
## | ||
# Setting type: String | ||
# Default value: | ||
UnhollowerDeobfuscationRegex = | ||
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## If enabled, Il2CppInterop will use xref to find dead methods and generate CallerCount attributes. | ||
# Setting type: Boolean | ||
# Default value: true | ||
ScanMethodRefs = true | ||
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## If enabled, BepInEx will save dummy assemblies generated by an Cpp2IL dumper into BepInEx/dummy. | ||
# Setting type: Boolean | ||
# Default value: false | ||
DumpDummyAssemblies = false | ||
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[Logging] | ||
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## Enables showing unity log messages in the BepInEx logging system. | ||
# Setting type: Boolean | ||
# Default value: true | ||
UnityLogListening = false | ||
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[Logging.Console] | ||
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## Enables showing a console for log output. | ||
# Setting type: Boolean | ||
# Default value: true | ||
Enabled = false | ||
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## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way). | ||
# Setting type: Boolean | ||
# Default value: false | ||
PreventClose = false | ||
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## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding. | ||
# Setting type: Boolean | ||
# Default value: false | ||
ShiftJisEncoding = false | ||
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## Hints console manager on what handle to assign as StandardOut. Possible values: | ||
## Auto - lets BepInEx decide how to redirect console output | ||
## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output | ||
## StandardOut - prefer redirecting to standard output; if possible, closes console out | ||
## | ||
# Setting type: ConsoleOutRedirectType | ||
# Default value: Auto | ||
# Acceptable values: Auto, ConsoleOut, StandardOut | ||
StandardOutType = Auto | ||
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## Which log levels to show in the console output. | ||
# Setting type: LogLevel | ||
# Default value: Fatal, Error, Warning, Message, Info | ||
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All | ||
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning) | ||
LogLevels = Fatal, Error, Warning, Message, Info | ||
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[Logging.Disk] | ||
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## Appends to the log file instead of overwriting, on game startup. | ||
# Setting type: Boolean | ||
# Default value: false | ||
AppendLog = false | ||
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## Enables writing log messages to disk. | ||
# Setting type: Boolean | ||
# Default value: true | ||
Enabled = true | ||
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## Only displays the specified log levels in the disk log output. | ||
# Setting type: LogLevel | ||
# Default value: Fatal, Error, Warning, Message, Info | ||
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All | ||
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning) | ||
LogLevels = Fatal, Error, Warning, Message, Info | ||
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## If true, instantly writes any received log entries to disk. | ||
## This incurs a major performance hit if a lot of log messages are being written, however it is really useful for debugging crashes. | ||
## | ||
# Setting type: Boolean | ||
# Default value: false | ||
InstantFlushing = false | ||
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## The maximum amount of concurrent log files that will be written to disk. | ||
## As one log file is used per open game instance, you may find it necessary to increase this limit when debugging multiple instances at the same time. | ||
## | ||
# Setting type: Int32 | ||
# Default value: 5 | ||
ConcurrentFileLimit = 5 | ||
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## Include unity log messages in log file output. | ||
# Setting type: Boolean | ||
# Default value: false | ||
WriteUnityLog = false | ||
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[Preloader] | ||
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## Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend. | ||
## This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting. | ||
# Setting type: MonoModBackend | ||
# Default value: auto | ||
# Acceptable values: auto, dynamicmethod, methodbuilder, cecil | ||
HarmonyBackend = auto | ||
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## If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies. | ||
## This can be used by developers to inspect and debug preloader patchers. | ||
# Setting type: Boolean | ||
# Default value: false | ||
DumpAssemblies = false | ||
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## If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory. | ||
## This can be used to be able to load patched assemblies into debuggers like dnSpy. | ||
## If set to true, will override DumpAssemblies. | ||
# Setting type: Boolean | ||
# Default value: false | ||
LoadDumpedAssemblies = false | ||
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## If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies. | ||
## This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded. | ||
# Setting type: Boolean | ||
# Default value: false | ||
BreakBeforeLoadAssemblies = false | ||
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