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bbbscarter avatar bbbscarter commented on August 10, 2024 1

Hi Steve!

I'm trying to remember why I implemented it via a Debug aliasing class - I seem to remember it was:
a) I was having difficulty intercepting all Unity messages, and thus capturing existing calls via function spoofing was necessary.
b) I initially had versions of 'Log'/etc with just extra parameters for channels and stuff.

I'm 90% sure a) is no longer true, and b) is definitely not true, so I think the solution of renaming the class is actually fine. I'll give it a quick go now (I'm adding some new features anyway).

Ta!

Simon

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bbbscarter avatar bbbscarter commented on August 10, 2024

FYI, I’ve just created a ‘version 2’ branch, which has the following:

  • Completely rewritten the renderer - the ‘easy’ way was slow and made supporting other features a nightmare.
  • Added support for ‘collapse’.
  • Added support for ‘autoscroll/follow’.
  • Removed the old ‘Debug’ namespace spoofing - it was causing problems for people. All the UberLogger debug commands are now in UberDebug - Debug.Log will still be intercepted correctly, however.
  • Better selection of colouring - should now work with Pro skins.

Let me know if this fixes your original issue, or if it creates new problems - then changes are fairly extensive, so I'll only pull it back into main when I'm sure it's safe.

Simon

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sinbad avatar sinbad commented on August 10, 2024

Wow, thanks Simon, that's way more than I was expecting! 😄 I'm going to check this out properly tomorrow...

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sinbad avatar sinbad commented on August 10, 2024

Works great for me, thanks so much for the fast response! I just submitted a small warnings cleanup as a PR but otherwise just works & doesn't have the conflicts any more. 🤘 🎉

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