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componentselectoradditions's Issues

Feature Request: Search from start (Setting?)

Summary
I personally don't like the behaviour of when you're in a sub-category the search only checks that category, so I'd like to be able to either always search from the highest point.

Example
Search for a node by typing "dynamic" in the search bar and select the dynamic category instead of a specific node and you will be unable to search for anything outside of the variables>dynamic path until you hit the back button till you are back to the normal view

Component selector does not work at all

Trying to open the component selector on a slot will cause it to open at world origin with no contents, ProtoFlux browser opens in front of user with no contents. Turning off Injector fixes it.

Log file:

DESKTOP-H976HO2 - 2024.7.19.281 - 2024-07-19 09_01_53.log

09:05:26.579 (242 FPS)	Exception in OnTouch() event on Element: ID279EB00, Type: FrooxEngine.UIX.Canvas, World: Local, IsRemoved: False, IsDestroyed: False, IsDisposed: False, Enabled: True
Element: ID279C900, Type: FrooxEngine.Slot, World: Local, IsRemoved: False, Slot name: Inspector, T: [-0.7363719; 1.700624; -2.055573], R: [1.455949E-07; 0.9999042; 4.269193E-08; 0.01384035], S: [0.0005; 0.0005; 0.0005], ActiveSelf: True, IsDestroyed: False
Element: ID119C00, Type: FrooxEngine.Slot, World: Local, IsRemoved: False, Slot name: SpawnPoint, T: [0; 0; 0], R: [0; 0; 0; 1], S: [1; 1; 1], ActiveSelf: True, IsDestroyed: False
Element: ID2300, Type: FrooxEngine.Slot, World: Local, IsRemoved: False, Slot name: Root, T: [0; 0; 0], R: [0; 0; 0; 1], S: [1; 1; 1], ActiveSelf: True, IsDestroyed: False
Element: ID0, Type: FrooxEngine.World, World: Local, IsRemoved: False


System.MissingMethodException: void Elements.Core.KeyCounter`1..ctor()
   at bool ComponentSelectorAdditions.Injector.BuildUIPrefix(ComponentSelector __instance, string path, bool genericType, string group, bool doNotGenerateBack)
   at bool ComponentSelectorAdditions.Injector.SetupUIPrefix(ComponentSelector __instance, LocaleString title, float2 size)
   at void FrooxEngine.ComponentSelector.SetupDefault()
   at void FrooxEngine.SceneInspector.OnAttachComponentPressed(IButton button, ButtonEventData eventData)
   at void FrooxEngine.UIX.Button.RunPressed(ButtonEventData eventData)
   at void FrooxEngine.UIX.Button.OnPressBegin(InteractionData eventData)
   at bool FrooxEngine.UIX.InteractionElement.ProcessEvent(InteractionData eventData)
   at bool FrooxEngine.UIX.Canvas.ProcessTouchEvent(in TouchEventInfo eventInfo, List<Predicate<IUIInteractable>> filters)
   at void FrooxEngine.UIX.Canvas.OnTouch(in TouchEventInfo eventInfo)
   at void FrooxEngine.UIX.Canvas.FrooxEngine.ITouchable.OnTouch(in TouchEventInfo eventInfo)
   at void FrooxEngine.TouchSource.SendTouchEvent(ITouchable touchable, in TouchEventInfo touchInfo)

   at void Elements.Core.UniLog.Error(string message, bool stackTrace)
   at void FrooxEngine.DebugManager.Error(object obj, bool stackTrace)
   at void FrooxEngine.TouchSource.SendTouchEvent(ITouchable touchable, in TouchEventInfo touchInfo)
   at void FrooxEngine.TouchSource.UpdateCurrentTouchable(ITouchable touchable, in float3 point, in float3 direction, in float3 directHitPoint, bool touch)
   at void FrooxEngine.TouchSource.UpdateTouch()
   at void FrooxEngine.InteractionLaser.UpdateLaser(float? maintainDistance, float? overrideSmoothing, InteractionOrigin? overrideOrigin, bool targettingOnly)
   at void FrooxEngine.InteractionHandler.UpdateInteractionAndLaser(bool targettingOnly)
   at void FrooxEngine.InteractionHandler.OnInputEvaluate()
   at void FrooxEngine.InputGroup.Update(float deltaTime)
   at void FrooxEngine.InputBindingManager.Update()
   at bool FrooxEngine.World.RefreshStep()
   at bool FrooxEngine.World.Refresh()
   at void FrooxEngine.WorldManager.UpdateStep()
   at bool FrooxEngine.WorldManager.RunUpdateLoop()
   at void FrooxEngine.Engine.UpdateStep()
   at void FrooxEngine.Engine.RunUpdateLoop()
   at void UnityFrooxEngineRunner.FrooxEngineRunner.UpdateFrooxEngine()
   at void UnityFrooxEngineRunner.FrooxEngineRunner.Update()

Feature Request: Parse types in the search bar

Summary
It'd be really cool if I could type ValueInput<float(bracket) for example and select that without having to go into the thing if I know specifically what type I need already

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