chore: Bump version

This commit is contained in:
Jade Macho 2025-07-08 22:16:16 +02:00
parent d2d517c432
commit 64690df48b
Signed by: 0x0ade
GPG key ID: E1960710FE4FBEEF
2 changed files with 4 additions and 7 deletions

View file

@ -3,7 +3,7 @@
<PropertyGroup> <PropertyGroup>
<Authors>0x0ade</Authors> <Authors>0x0ade</Authors>
<Company></Company> <Company></Company>
<Version>0.4.1.0</Version> <Version>0.4.2.0</Version>
<Description></Description> <Description></Description>
<Copyright></Copyright> <Copyright></Copyright>
<PackageProjectUrl></PackageProjectUrl> <PackageProjectUrl></PackageProjectUrl>

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@ -152,8 +152,7 @@ public unsafe class GameSizeState : IDisposable
_immediateBindCSSRVsHook.Enable(); _immediateBindCSSRVsHook.Enable();
/* And because all that isn't bad enough: /* And because all that isn't bad enough:
* Hook ID3D11Device funcs based on their vtable indices, to allow mipmap generation, * Hook CreateTexture2D to forcibly set the mipmap generation flag.
* and to allow changing the sampler state before drawing.
*/ */
_createTexture2DHook = Service.GameInteropProvider.HookFromAddress<CreateTexture2D>( _createTexture2DHook = Service.GameInteropProvider.HookFromAddress<CreateTexture2D>(
((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5], ((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5],
@ -200,8 +199,6 @@ public unsafe class GameSizeState : IDisposable
private delegate int CreateTexture2D(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex); private delegate int CreateTexture2D(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex);
private delegate void Draw(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexLocation);
public void Dispose() public void Dispose()
{ {
_rtmApplyScalingHook.Dispose(); _rtmApplyScalingHook.Dispose();
@ -593,8 +590,8 @@ public unsafe struct RenderTargetManagerEx
[FieldOffset(0)] [FieldOffset(0)]
public RenderTargetManager _; public RenderTargetManager _;
// Totle screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown. // Title screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown.
// Im-game outdoors: Gets blitted to backbuffer. // In-game outdoors: Gets blitted to backbuffer.
[FieldOffset(0x68)] [FieldOffset(0x68)]
public Texture* GameplayTextureUnk1; public Texture* GameplayTextureUnk1;