Skip to content

Commit

Permalink
fixed delta force, strinova, stalker2, gta, guilty gear + read shader…
Browse files Browse the repository at this point in the history
… maps option
  • Loading branch information
4sval committed Jan 27, 2025
1 parent a3cbf35 commit 32334a0
Show file tree
Hide file tree
Showing 6 changed files with 17 additions and 32 deletions.
2 changes: 1 addition & 1 deletion CUE4Parse
Submodule CUE4Parse updated 40 files
+2 −2 CUE4Parse-Conversion/Animations/Anim.cs
+67 −46 CUE4Parse-Conversion/Animations/AnimConverter.cs
+15 −13 CUE4Parse-Conversion/Animations/UEFormat/UEAnim.cs
+1 −1 CUE4Parse-Conversion/IExporter.cs
+2 −2 CUE4Parse-Conversion/Materials/MaterialExporter.cs
+2 −3 CUE4Parse-Conversion/Materials/MaterialExporter2.cs
+2 −2 CUE4Parse-Conversion/Meshes/Mesh.cs
+1 −1 CUE4Parse.Example/CUE4Parse.Example.csproj
+203 −0 CUE4Parse.Example/Exporter.cs
+70 −0 CUE4Parse.Example/Unpacker.cs
+2 −2 CUE4Parse/FileProvider/AbstractFileProvider.cs
+6 −2 CUE4Parse/FileProvider/Objects/GameFile.cs
+36 −0 CUE4Parse/FileProvider/Vfs/AbstractVfsFileProvider.cs
+4 −0 CUE4Parse/FileProvider/Vfs/IVfsFileProvider.cs
+12 −0 CUE4Parse/GameTypes/DFHO/Assets/Exports/DFHO_Classes.cs
+1 −1 CUE4Parse/GameTypes/DFHO/Encryption/Aes/DeltaForceAes.cs
+7 −1 CUE4Parse/UE4/Assets/Exports/Animation/AnimCompress.cs
+0 −4 CUE4Parse/UE4/Assets/Exports/Animation/AnimCompress_BitwiseCompressOnly.cs
+0 −4 CUE4Parse/UE4/Assets/Exports/Animation/AnimCompress_PerTrackCompression.cs
+0 −3 CUE4Parse/UE4/Assets/Exports/Animation/AnimCompress_RemoveLinearKeys.cs
+7 −0 CUE4Parse/UE4/Assets/Exports/Animation/EAnimInterpolationType.cs
+2 −0 CUE4Parse/UE4/Assets/Exports/Animation/UAnimSequence.cs
+1 −1 CUE4Parse/UE4/Assets/Exports/Component/StaticMesh/UInstancedStaticMeshComponent.cs
+1 −1 CUE4Parse/UE4/Assets/Exports/Material/UMaterial.cs
+3 −1 CUE4Parse/UE4/Assets/Exports/Material/UMaterialExpressionQualitySwitch.cs
+1 −1 CUE4Parse/UE4/Assets/Exports/Material/UMaterialInstance.cs
+4 −1 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FSkelMeshSection.cs
+9 −1 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FSkeletalMaterial.cs
+4 −1 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FStaticLODModel.cs
+1 −1 CUE4Parse/UE4/Assets/Exports/StaticMesh/FStaticMeshLODResources.cs
+8 −12 CUE4Parse/UE4/Assets/Exports/StaticMesh/FStaticMeshRenderData.cs
+2 −0 CUE4Parse/UE4/Assets/Exports/StaticMesh/FStaticMeshVertexBuffer.cs
+1 −0 CUE4Parse/UE4/Assets/Exports/Texture/FVirtualTextureDataChunk.cs
+2 −2 CUE4Parse/UE4/Assets/Exports/Texture/UTexture.cs
+6 −0 CUE4Parse/UE4/Objects/MovieScene/FMovieSceneChannel.cs
+1 −1 CUE4Parse/UE4/Versions/EGame.cs
+3 −1 CUE4Parse/UE4/Versions/FAnimObjectVersion.cs
+3 −1 CUE4Parse/UE4/Versions/FSequencerObjectVersion.cs
+1 −1 CUE4Parse/UE4/Versions/VersionContainer.cs
+5 −0 CUE4Parse/UE4/VirtualFileSystem/IAesVfsReader.cs
7 changes: 7 additions & 0 deletions FModel/Settings/UserSettings.cs
Original file line number Diff line number Diff line change
Expand Up @@ -256,6 +256,13 @@ public bool ReadScriptData
set => SetProperty(ref _readScriptData, value);
}

private bool _readShaderMaps;
public bool ReadShaderMaps
{
get => _readShaderMaps;
set => SetProperty(ref _readShaderMaps, value);
}

private IDictionary<string, DirectorySettings> _perDirectory = new Dictionary<string, DirectorySettings>();
public IDictionary<string, DirectorySettings> PerDirectory
{
Expand Down
32 changes: 2 additions & 30 deletions FModel/ViewModels/CUE4ParseViewModel.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,20 +16,7 @@
using CUE4Parse.Encryption.Aes;
using CUE4Parse.FileProvider;
using CUE4Parse.FileProvider.Vfs;
using CUE4Parse.GameTypes.ApexMobile.Encryption.Aes;
using CUE4Parse.GameTypes.DBD.Encryption.Aes;
using CUE4Parse.GameTypes.DeltaForce.Encryption.Aes;
using CUE4Parse.GameTypes.DreamStar.Encryption.Aes;
using CUE4Parse.GameTypes.FSR.Encryption.Aes;
using CUE4Parse.GameTypes.FunkoFusion.Encryption.Aes;
using CUE4Parse.GameTypes.KRD.Assets.Exports;
using CUE4Parse.GameTypes.MJS.Encryption.Aes;
using CUE4Parse.GameTypes.NetEase.MAR.Encryption.Aes;
using CUE4Parse.GameTypes.PAXDEI.Encryption.Aes;
using CUE4Parse.GameTypes.Rennsport.Encryption.Aes;
using CUE4Parse.GameTypes.Snowbreak.Encryption.Aes;
using CUE4Parse.GameTypes.THPS.Encryption.Aes;
using CUE4Parse.GameTypes.UDWN.Encryption.Aes;
using CUE4Parse.MappingsProvider;
using CUE4Parse.UE4.AssetRegistry;
using CUE4Parse.UE4.Assets.Exports;
Expand Down Expand Up @@ -196,24 +183,9 @@ public CUE4ParseViewModel()
break;
}
}

Provider.ReadScriptData = UserSettings.Default.ReadScriptData;
Provider.CustomEncryption = Provider.Versions.Game switch
{
EGame.GAME_ApexLegendsMobile => ApexLegendsMobileAes.DecryptApexMobile,
EGame.GAME_Snowbreak => SnowbreakAes.SnowbreakDecrypt,
EGame.GAME_MarvelRivals => MarvelAes.MarvelDecrypt,
EGame.GAME_Undawn => ToaaAes.ToaaDecrypt,
EGame.GAME_DeadByDaylight => DBDAes.DbDDecrypt,
EGame.GAME_PaxDei => PaxDeiAes.PaxDeiDecrypt,
EGame.GAME_3on3FreeStyleRebound => FreeStyleReboundAes.FSRDecrypt,
EGame.GAME_DreamStar => DreamStarAes.DreamStarDecrypt,
EGame.GAME_DeltaForceHawkOps => DeltaForceAes.DeltaForceDecrypt,
EGame.GAME_MonsterJamShowdown => MonsterJamShowdownAes.MonsterJamShowdownDecrypt,
EGame.GAME_Rennsport => RennsportAes.RennsportDecrypt,
EGame.GAME_FunkoFusion => FunkoFusionAes.FunkoFusionDecrypt,
EGame.GAME_TonyHawkProSkater12 => THPS12Aes.THPS12Decrypt,
_ => Provider.CustomEncryption
};
Provider.ReadShaderMaps = UserSettings.Default.ReadShaderMaps;

GameDirectory = new GameDirectoryViewModel();
AssetsFolder = new AssetsFolderViewModel();
Expand Down
5 changes: 5 additions & 0 deletions FModel/Views/SettingsView.xaml
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,7 @@
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
Expand Down Expand Up @@ -221,6 +222,10 @@
<TextBlock Grid.Row="16" Grid.Column="0" Text="Serialize Script Bytecode" VerticalAlignment="Center" Margin="0 0 0 5" />
<CheckBox Grid.Row="16" Grid.Column="2" Content="{Binding IsChecked, RelativeSource={RelativeSource Self}, Converter={x:Static converters:BoolToToggleConverter.Instance}}"
IsChecked="{Binding ReadScriptData, Source={x:Static local:Settings.UserSettings.Default}, Mode=TwoWay}" Margin="0 5 0 10"/>

<TextBlock Grid.Row="17" Grid.Column="0" Text="Serialize Inlined Shader Maps" VerticalAlignment="Center" Margin="0 0 0 5" />
<CheckBox Grid.Row="17" Grid.Column="2" Content="{Binding IsChecked, RelativeSource={RelativeSource Self}, Converter={x:Static converters:BoolToToggleConverter.Instance}}"
IsChecked="{Binding ReadShaderMaps, Source={x:Static local:Settings.UserSettings.Default}, Mode=TwoWay}" Margin="0 5 0 10"/>
</Grid>
</DataTemplate>
<DataTemplate x:Key="CreatorTemplate">
Expand Down
1 change: 1 addition & 0 deletions FModel/Views/SettingsView.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,7 @@ private async void OnClick(object sender, RoutedEventArgs e)
}

_applicationView.CUE4Parse.Provider.ReadScriptData = UserSettings.Default.ReadScriptData;
_applicationView.CUE4Parse.Provider.ReadShaderMaps = UserSettings.Default.ReadShaderMaps;
}

private void OnBrowseOutput(object sender, RoutedEventArgs e)
Expand Down
2 changes: 1 addition & 1 deletion FModel/Views/Snooper/Camera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -61,8 +61,8 @@ public void Modify(Vector2 mouseDelta)
};
mouseDelta *= lookSensitivity;

const float tolerance = 0.001f;
var rotationX = Matrix4x4.CreateFromAxisAngle(-Up, mouseDelta.X);
var tolerance = 0.001f;
switch (Mode)
{
case WorldMode.FlyCam:
Expand Down

0 comments on commit 32334a0

Please sign in to comment.