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v1.5.4

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@praydog praydog released this 24 Mar 19:06
· 194 commits to master since this release

If you're NOT using the recent Ray Tracing updates for RE2/RE3/RE7, download the zip files that have "TDB" in them. Otherwise, just download "RE7.zip" for example if you're using the latest version of RE7.

If you DON'T want to use VR or don't have a VR headset:

  • Only extract dinput8.dll into your game folder. DO NOT extract the other files, or your game may crash.

What's Changed

  • Initial support for Dragon's Dogma 2
  • Stability improvements
  • API additions
Click here to see full changes
  • Dragons Dogma 2: Fix proxy DLLs causing crashes (REF, ReShade, etc...)
  • REGlobals: Minor adjustment to scan logic
  • Dragon's Dogma 2: Fix integrity crashes
  • Dragons Dogma 2: Fix crashes in retail build
  • Fix RE7_TDB49 compile failing because of last commit
  • SDK: Fix a bunch of race conditions in type APIs
  • D3D12Hook: Add hook support for Streamline(DLSS3)/FSR3 based swapchains
  • Troubleshooting: Log callstack of ResizeBuffers/Target
  • Troubleshooting: Log loaded modules and encountered windows
  • Pin kananlib to commit hash
  • D3D12: Possible fix for menu rendering issues
  • Lua: Add more imgui functions
  • Lua: Add imgui.progress_bar
  • VR & Ultrawide (DD2): Fix window sizing behavior
  • VR (D3D12): Clear backbuffer RTV before rendering to it to fix bugs
  • Dragon's Dogma 2: Fix VR crashing
  • Dragon's Dogma 2: Fix various features (freecam, VR, ultrawide, etc)
  • Add Dragon's Dogma 2 build
  • ida_namer improvements, function rebasing
  • Dragon's Dogma 2: Fix various other crashes/Lua fixes
  • ImGui: Fix case where keys/modifiers could not work on input
  • Dragon's Dogma 2: Fix crashes
  • Update to C++23
  • D3D12: Fix nonexistent backbuffer RTV
  • D3D12: Fix crash that could occur on res resize
  • Revert set_RenderTarget change to only target Not a Hero instead
  • VR: Fix various screen space UI elements like Not a Hero in RE7
  • Add (hopefully) Wine/Proton compatible fix for NtProtectVirtualMemory The previous fix assumed that ntdll's NtProtectVirtualMemory Had a Windows layout and was not reimplemented like Wine does
  • CI: Fix nightly release name
  • VDXR: Fix standing origin getting flung into the middle of nowhere
  • VM: Fix static table offset locator (and less hacky)
  • VM: Hacky fix for correcting the static table offset
  • TDB: Add some bitmasks for some of the other arrays
  • TDB: Hacky workaround to some parameters being null (generics?)
  • TDB: Make string pool bitmask a bit more readable/re-usable
  • TDB: Use name pool bitmask to work around unknown games
  • via.Application: Add bruteforce scan for module entries when all fails This fixes Apollo Justice but will also fix future, unknown REE games.
  • Enigma: Set up NtProtectVirtualMemory immediately upon DLL load Doing this in a separate thread has the possibility of failing, so I did this instead

Links

Documentation

Modding Haven (General RE Engine modding)

Infernal Warks (DMC5 modding)

Monster Hunter Modding Discord

Flatscreen to VR Modding Discord

Donations

>> NEWER BUILDS CAN BE FOUND HERE <<