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2、抛TargetException的时候,打印更多信息
…ing,然后调用string版本的String::Concat,其中i的tostring是用Call指令调用,而原先的指令处理认为用Call指令调用同签名方法,且当前方法对父类overrirde了,就认为是base调用,其实应该还需要验证被调用方法是否是基类的方法。
* 文本编码从GB2312改成utf-8,避免显示乱码 * 文本编码从GB2312改成utf-8,避免显示乱码
* 【优化IFix报错日志】使用debug模式运行ifix.exe,报错日志里包含源码文件和行信息,方便查问题。 #30 * 修改换行符为lf * 低于5.6的版本,mono执行也加上 --debug
…ty,新unity的.net 4.0设置都不会这样,先返回false,fix #35 (comment)
…e里头,应该取出真实类型。fix #73
* [Change] 适配因为Unity2019.2.15f1打包流程修改而造成的问题,注入的Assembly文件夹先检测PlayerScriptAssemblies是否存在,不存在再处理ScriptAssemblies文件夹下的内容 * [Change] 修改命名风格,删掉不必要的打印
* 新增字段支持 * 新增类型支持Castclass,Isinst,Box,Unbox Co-authored-by: mercurylu <[email protected]>
Co-authored-by: mercurylu <[email protected]>
* 修复get/set函数只有一个情况下会报错 * 修复新增字段默认值初始化时堆栈计算的问题 Co-authored-by: mercurylu <[email protected]>
会触发Ceq for diff type的error Co-authored-by: mercurylu <[email protected]>
Co-authored-by: linbo <[email protected]>
* Inject后显示调用Unity加载注入后的dll代码 * EditorUtility.RequestScriptReload()是2019.3.0之后新增的API Co-authored-by: linbo <[email protected]>
fix: Callvirt被错误的生成为Callvirtvirt
* 修改空对象调用成员方法时的异常信息,方便定位出错代码。 * 修改空对象调用成员方法时的异常信息,方便定位出错代码。 * checkNew可以控制是否检查新增字段 Co-authored-by: huangxiaowen <[email protected]>
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