That adds a log handler, it doesn't override Facepunch's log handler.
If you want to block them you need to remove Facepunch's log handler by doing UnityEngine.Application.logMessageReceived -= Facepunch.Output.LogHandler
and then inserting your own.
// Facepunch.Output
using UnityEngine;
public static void Install()
{
if (!installed)
{
UnityEngine.Application.logMessageReceived += LogHandler;
installed = true;
}
}
// Facepunch.Output
using Facepunch.Math;
using UnityEngine;
internal static void LogHandler(string log, string stacktrace, LogType type)
{
if (Output.OnMessage != null && !log.StartsWith("Kinematic body only supports Speculative Continuous collision detection") && !log.StartsWith("Skipped frame because GfxDevice") && !log.StartsWith("Your current multi-scene setup has inconsistent Lighting") && !log.Contains("HandleD3DDeviceLost") && !log.Contains("ResetD3DDevice") && !log.Contains("dev->Reset") && !log.Contains("D3Dwindow device not lost anymore") && !log.Contains("D3D device reset") && !log.Contains("group < 0xfff") && !log.Contains("Mesh can not have more than 65000 vert") && !log.Contains("Trying to add (Layout Rebuilder for)") && !log.Contains("Coroutine continue failure") && !log.Contains("No texture data available to upload") && !log.Contains("Trying to reload asset from disk that is not") && !log.Contains("Unable to find shaders used for the terrain engine.") && !log.Contains("Canvas element contains more than 65535 vertices") && !log.Contains("RectTransform.set_anchorMin") && !log.Contains("FMOD failed to initialize the output device") && !log.Contains("Cannot create FMOD::Sound") && !log.Contains("invalid utf-16 sequence") && !log.Contains("missing surrogate tail") && !log.Contains("Failed to create agent because it is not close enough to the Nav") && !log.Contains("user-provided triangle mesh descriptor is invalid") && !log.Contains("Releasing render texture that is set as"))
{
Output.OnMessage(log, stacktrace, type);
HistoryOutput.Add(new Entry
{
Message = log,
Stacktrace = stacktrace,
Type = type.ToString(),
Time = Epoch.Current
});
while (HistoryOutput.Count > 65536)
{
HistoryOutput.RemoveAt(0);
}
}
}