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Big changes to the handling of messages and the levels of information. Added a feature to outright quiet message boxes and now takes into account Nutaku store directory movements.
LoadRawPng=Config.Bind("General","Load Raw Images (Experimental)",false,"When a .tex file can't be found, it will instead attempt to find a png file of the same name and load it in place. Not suggested, can increase memory usage.");
"When the game encounters an error it considers fatal, it'll display a message box. Some users find this intrusive, this allows you to change the behavior.");
"Corner messages will display more useful and complete information.");
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CreateMissingFolders();
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LoadRawPng=Config.Bind("Extra","Load Raw Images (Experimental)",false,
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"When a .tex file can't be found, it will instead attempt to find a png file of the same name and load it in place. Not suggested, can increase memory usage.");
Copy file name to clipboardExpand all lines: ExtendedErrorHandling/MenuItemRedundancy.cs
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usingHarmonyLib;
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usingSystem;
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usingUnityEngine.SceneManagement;
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namespaceExtendedErrorHandling
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{
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internalstaticclassMenuItemRedundancy
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{
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//Awake is carried out before the game has even had time to load anything but the assembly. As a result, setting QuitWhenAssert false on awake has it being reverted moments later. Had to delay our own set.
//Awake is carried out before the game has even had time to load anything but the assembly. As a result, setting QuitWhenAssert false on awake has it being reverted moments later. Had to delay our own set.
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