Gargamel Posted June 7, 2020 Share Posted June 7, 2020 @simtom & @0211beno I have moved your posts to the proper mod thread. Quote Link to comment Share on other sites More sharing options...
Vas Posted June 10, 2020 Share Posted June 10, 2020 I find it odd that this isn't base game as is, in order to stop such incidents from happening and giving modders default access to these things. Not that your mod is bad or anything, I just feel that something like this should be base game by now. Quote Link to comment Share on other sites More sharing options...
MooseV2 Posted June 13, 2020 Share Posted June 13, 2020 I'm having trouble with this mod on 1.9.1. It crashes and then things can't be clicked (buttons, space center buildings, the "load save" button, etc). [LOG 21:23:46.762] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ClickThroughBlocker 0.1.10.3 GameData/000_ClickThroughBlocker/Plugins/ClickThroughBlocker.dll [EXC 21:23:47.120] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) (at <48dcb08e2e1542e2af1286b02d2eb072>:0) AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) (at <48dcb08e2e1542e2af1286b02d2eb072>:0) SCANsat.SCAN_Toolbar.ToolbarTypes.getType (System.String name) (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_Toolbar.ToolbarManager.get_Instance () (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_Toolbar.ToolbarManager.get_ToolbarAvailable () (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_PartModules.SCANsat.startScan () (at <66adef0886d2488fb75d095356998c41>:0) BaseEvent.Invoke () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) UIPartActionButton.OnClick () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) UnityEngine.Events.InvokableCall.Invoke () (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.UI.Button.Press () (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Here's my ksp.log: https://www8.zippyshare.com/v/BfcQ8QAl/file.html Any advice? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 16, 2020 Author Share Posted June 16, 2020 (edited) On 6/13/2020 at 9:15 AM, MooseV2 said: I'm having trouble with this mod on 1.9.1. It crashes and then things can't be clicked (buttons, space center buildings, the "load save" button, etc). [LOG 21:23:46.762] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ClickThroughBlocker 0.1.10.3 GameData/000_ClickThroughBlocker/Plugins/ClickThroughBlocker.dll [EXC 21:23:47.120] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) (at <48dcb08e2e1542e2af1286b02d2eb072>:0) AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) (at <48dcb08e2e1542e2af1286b02d2eb072>:0) SCANsat.SCAN_Toolbar.ToolbarTypes.getType (System.String name) (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_Toolbar.ToolbarManager.get_Instance () (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_Toolbar.ToolbarManager.get_ToolbarAvailable () (at <66adef0886d2488fb75d095356998c41>:0) SCANsat.SCAN_PartModules.SCANsat.startScan () (at <66adef0886d2488fb75d095356998c41>:0) BaseEvent.Invoke () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) UIPartActionButton.OnClick () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) UnityEngine.Events.InvokableCall.Invoke () (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.UI.Button.Press () (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <edc19f239d8642a2b533c214a7b029d5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Here's my ksp.log: https://www8.zippyshare.com/v/BfcQ8QAl/file.html Any advice? Yes. First, I need the Player.log Second, you are running a beta, revert to 0.1.9.5, but get me the Player.log first You can also try removing Scansat and see what happens. Finally, the error you are seeing is from Scansat, not ClickthroughBlocker. ModuleManager might be incorrect here, because of the beta Edited June 16, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted June 18, 2020 Share Posted June 18, 2020 I tried installing this but none of the buttons on my menu worked anymore. Any ideas? Quote Link to comment Share on other sites More sharing options...
Joker58th Posted June 21, 2020 Share Posted June 21, 2020 @linuxgurugamer, is KerbalChangelog supposed to be a hard dependency in CKAN? Quote Link to comment Share on other sites More sharing options...
baldamundo Posted June 21, 2020 Share Posted June 21, 2020 On 6/16/2020 at 10:39 PM, linuxgurugamer said: Yes. First, I need the Player.log Second, you are running a beta, revert to 0.1.9.5, but get me the Player.log first You can also try removing Scansat and see what happens. Finally, the error you are seeing is from Scansat, not ClickthroughBlocker. ModuleManager might be incorrect here, because of the beta I think this may be an issue or conflict with the 0.1.10.3 pre-release. I was crashing on launch, then rolled back to 0.1.10.1 and it seems to be fine so far. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 21, 2020 Author Share Posted June 21, 2020 (edited) 16 hours ago, Joker58th said: @linuxgurugamer, is KerbalChangelog supposed to be a hard dependency in CKAN? Now it is, because of an upcoming update 16 hours ago, baldamundo said: I think this may be an issue or conflict with the 0.1.10.3 pre-release. I was crashing on launch, then rolled back to 0.1.10.1 and it seems to be fine so far. Well, I still haven't gotten a log file. It's working fine for me, in my 200+ modded game. Without a log file, I can't do anything. That IS why it is a beta, to find problems, but no one other than @MooseV2 has bothered to get me info, and his file isn't good, see below. On 6/13/2020 at 9:15 AM, MooseV2 said: I'm having trouble with this mod on 1.9.1. It crashes and then things can't be clicked (buttons, space center buildings, the "load save" button, etc). Here's my ksp.log: https://www8.zippyshare.com/v/BfcQ8QAl/file.html Any advice? I need the Player.log, not the KSP.log. Both are useful, but more important and useful is the Player.log ======================================================================== I have a new beta here, 0.1.10.4: ---- Added MiniMod to clear input locks via toolbar button, right-click brings up window Added one-time popup window Added ToolbarController as a dependency Please test, and get me the Player.Log file if you have issues, along with description of the problem Edited June 22, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 22, 2020 Author Share Posted June 22, 2020 (edited) Another small improvement, Beta 5 https://github.com/linuxgurugamer/ClickThroughBlocker/releases/tag/0.1.10.5 Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes Added cleanup delay to settings page I noticed in my game last night that there were a number of times when the input was locked immediately after changing scenes. While I'm sure it's not caused by this (I was seeing it before as well), the new changes gave me the ability to add a small fix. Now, immediately after changing scenes, this will clear all the input locks after a specified time, default to be 0.5 sec, and the default time delay can be changed in the settings. Also, some have noticed that I added Kerbal Changelog as a hard dependency in CKAN. I felt it was necessary to make sure people actually saw the changelog for the new changes Again, please test, this is a case where silence is NOT golden Edited June 22, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Aberro Posted June 26, 2020 Share Posted June 26, 2020 Same issue here. Player.log: https://gist.github.com/Aberro/6a9c1a9de973ea4f8dd2c692bb76d6b5 Quote Link to comment Share on other sites More sharing options...
Aberro Posted June 26, 2020 Share Posted June 26, 2020 (edited) Well, there's not much use if you specify dependencies in reversed order, i.e. what depends on your mod, not what it depends on. As I found out (using dotPeek) that you have ToolbarControl assembly dependency, which is not mentioned in this mod's description. Edited June 26, 2020 by Aberro Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 26, 2020 Author Share Posted June 26, 2020 (edited) 1 hour ago, Aberro said: Well, there's not much use if you specify dependencies in reversed order, i.e. what depends on your mod, not what it depends on. As I found out (using dotPeek) that you have ToolbarControl assembly dependency, which is not mentioned in this mod's description. That was an addition in beta 0.1.10.3, and is specified in that beta release post: 4 hours ago, Aberro said: Same issue here. Player.log: https://gist.github.com/Aberro/6a9c1a9de973ea4f8dd2c692bb76d6b5 What issue? If it's the input locks, that should have been fixed in the latest beta Edited June 26, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Aberro Posted June 28, 2020 Share Posted June 28, 2020 I though I've had same issue as last one, but then I've checked log and though to check dependencies in dotPeek, so I've found I've missing ToolbarControl assembly and that was the reason why I wasn't able to run the game. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 28, 2020 Author Share Posted June 28, 2020 56 minutes ago, Aberro said: I though I've had same issue as last one, but then I've checked log and though to check dependencies in dotPeek, so I've found I've missing ToolbarControl assembly and that was the reason why I wasn't able to run the game. So everything is working for you now? Quote Link to comment Share on other sites More sharing options...
Aberro Posted July 1, 2020 Share Posted July 1, 2020 Yes, thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2020 Author Share Posted July 3, 2020 I've upgraded the beta to be the full release. 1.10.5 All changes since previous release: Added Settings page Added new setting to specify Focus follows Click Added code to have the focus follow the click instead of the mouse, for both editor and flight modes Added initial window to select mode, shows one time only Modified the CBTMonitor to not run in any scene other than the editor Fixed window data not getting cleared properly Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes Added cleanup delay to settings page Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 3, 2020 Share Posted July 3, 2020 (edited) 23 minutes ago, linuxgurugamer said: Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Looks as if you did some unnecessary extra work or are you just testing us to see if we actually read the release notes? Edited July 3, 2020 by Brigadier Noted more 'extra' work :-) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2020 Author Share Posted July 3, 2020 30 minutes ago, Brigadier said: Looks as if you did some unnecessary extra work or are you just testing us to see if we actually read the release notes? I documented each beta, some work got removed as unnecessary,etc Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 3, 2020 Share Posted July 3, 2020 5 minutes ago, linuxgurugamer said: I documented each beta, some work got removed as unnecessary,etc Not sure but...I think you missed the point (sorry, sarcasm is tough in text and I'm being slightly pedantic). You've duplicated tasks in your release notes. I assume that you can't remove unnecessary assignments twice in the same release (there I go again ). Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 3, 2020 Share Posted July 3, 2020 (edited) @linuxgurugamer First bug. On load into the Space Center for the first time you get the popup to choose functionality. If you select mouse follows click, you can't select any of the space center buildings. Second bug. This mod is now throwing exceptions on all scene changes. [snip] Reverting to previous cleared this issue. This doesn't really seem ready for release.. Edited July 3, 2020 by Gargamel Portions Redacted by Moderator Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2020 Author Share Posted July 3, 2020 Would have been nice if some more people would have tried the beta. Its very discouraging when I ask for help and only one or two people respond. And I'll say it again. KSP.log is useless. I need the player.log. I'll take a look at it in a few minutes, if it isn't something silly I'll pull it. You do have the current version of the toolbar controller, right? There should be a new button which clears all input locks. If you aren't seeing it, then you are missing something Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2020 Author Share Posted July 3, 2020 (edited) 3 hours ago, Tonka Crash said: ges. [snip] Revert Naming the file with curse words is not conducive to my being willing to go the extra mile. I'll see what I can do, but I dont' have a lot of time right now 4 hours ago, Brigadier said: Not sure but...I think you missed the point (sorry, sarcasm is tough in text and I'm being slightly pedantic). You've duplicated tasks in your release notes. I assume that you can't remove unnecessary assignments twice in the same release (there I go again ). You are absolutely correct. Edited July 3, 2020 by Gargamel Portions Redacted by Moderator Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 3, 2020 Share Posted July 3, 2020 35 minutes ago, linuxgurugamer said: Would have been nice if some more people would have tried the beta. Its very discouraging when I ask for help and only one or two people respond. And I'll say it again. KSP.log is useless. I need the player.log. I'll take a look at it in a few minutes, if it isn't something silly I'll pull it. You do have the current version of the toolbar controller, right? There should be a new button which clears all input locks. If you aren't seeing it, then you are missing something My time is limited as well. If it doesn't show up on CKAN it doesn't exist to me. And yes I see the Input Lock button. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2020 Author Share Posted July 3, 2020 In that case, since you seem to be unwilling to help, kindly avoid the curse words and accept the fact that I am human, alone, unpaid, etc. And that occasionally things do get past me. Both reported bugs seem to be a result of some missing files in my last commit. What was puzzling was that my local compiles were working, but the released version was not. I'm rebuilding it now, will test the release version before releasing Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted July 3, 2020 Share Posted July 3, 2020 Jeez @Tonka Crash. I am too trying out my modset on 1.10 and the same thing happened to me. It took me literally 3 seconds to alt+12 and unlock input locks, from then on all it takes is for the bug to be fleshed out as soon as LGG has the time for it. That message almost makes it look like LGG owes us or something. Quote Link to comment Share on other sites More sharing options...
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