mirror of
https://github.com/hedge-dev/UnleashedRecomp
synced 2026-05-28 08:26:02 -04:00
064d0a1736530c48305dd56a01c79f6b16131529
* Fix how planar reflections are handled & compile SDR pipelines for particles. * Improve pipeline handling for particles. * Recompile pipelines on option change. * Fix counter logic for pipeline recompilation. * Playing around with thread priorities. * Prioritize loading for threading priorities. * Compile pipelines in model consumer thread during boot sequence. * Remove a good chunk of async pipelines from the cache. * Remove even more async pipelines from the cache. * Delete a few more async pipelines. * Compile morph pipelines asynchronously. * Remove morph pipelines from the cache. * Implement dynamic depth bias. * Add upreel/pulley shadow pipelines. * Disable debug macros. * Reduce depth bias function calls in D3D12. * Compile instanced models asynchronously. * Fix the logic for determining if depth bias is used.
UnleashedRecomp
Building
- Clone UnleashedRecomp with submodules (or run
update_submodules.batto ensure submodules are pulled).
git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
- Decompress and decrypt
default.xex, apply the title update patch (default.xexp), and place the resulting file in./UnleashedRecompLib/private/. - Decompress
shader.arand place the resulting file in./UnleashedRecompLib/private/. - Open the repository directory in Visual Studio 2022 and wait for CMake generation to complete. If you don't plan to debug, switch to the
x64-Clang-Releaseconfiguration. - Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
- Right-click the UnleashedRecomp project and choose "Set as Startup Item", then choose "Add Debug Configuration".
- Add a
currentDirproperty to the first element underconfigurationsin the generated JSON and set its value to the path to your game directory (where root is the directory containingdlc,game,save,update, etc). - Run or debug UnleashedRecomp. The initial compilation might take a while to complete due to code and shader recompilation.
Description
Languages
C++
94.3%
CMake
3.3%
HLSL
2%
C
0.4%