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Reshade version override #649

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merged 19 commits into from
Nov 13, 2022
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@zany130 zany130 commented Nov 8, 2022

#645
Sorry didn't mean to close the previous PR accidentally merged your changes into my branch, which not only closed the PR but also messed some things up. So I deleted the branch and created a new one
This branch should be up-to-date and correct. The only things left to do here is

  1. implementing the same auto-populating check box as specialk (right now, it still shows as with no values to select from)
  2. possibly remove the parts I commented out, as they are no longer needed?
    I already did some preliminary testing, and everything seems to work.

Again sorry about the mistake I think everything is as it should be

@zany130 zany130 linked an issue Nov 8, 2022 that may be closed by this pull request
@zany130 zany130 self-assigned this Nov 8, 2022
@zany130 zany130 requested a review from sonic2kk November 8, 2022 20:50
@sonic2kk
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sonic2kk commented Nov 8, 2022

No worries about the other PR, it's all good :-)

implementing the same auto-populating check box as specialk (right now, it still shows as with no values to select from)

They might be blank because it's looking for $RESHADEVERSIONS too early, it might not exist when that dialog is created. You might want to create a separate function and call it right under the createDLSpekList call in MainMenu. You could call this function createDLReShadeList and then later on put your logic for generating the ReShade versions into that. Then you can set your $RESHADEVERSIONS string and Yad should see it.

The rest of your overrideReShadeVersion function should be able to stay in-tact.

I'll add a few more comments in the PR (mostly the same as what I added in the last PR) but it's looking pretty good so far! 😄

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zany130 commented Nov 8, 2022

oh, sorry didn't see you added comments on the old one.

Also looks like I still forgot something, as it's not installing the overridden reshade into the game so that needs to be fixed

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sonic2kk commented Nov 8, 2022

No worries, maybe something in installReshade needs updating (maybe INSTDESTDIR needs updated?)

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zany130 commented Nov 8, 2022

nah I don't think I changed anything there (at least, looking at some old files I have on my computer, I didn't) I was missing some changes to installRSdll though it doesn't seem to be 100% consistently working, it seems the global RSVERS is overwriting it

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sonic2kk commented Nov 8, 2022

Was that an issue we had before related to where the ReShade function was being called? #645 (comment)

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zany130 commented Nov 8, 2022

hmm don't think so it seems my function is always getting called it just seems when yad refreshes it sets it back to the global version ( it is also successfully being saved to the game config file so idk why yad is doing that)

I did have this issue before when I set the default value of RSVERSOVRD to be equal to RSVERS but I changed the default to 0 so that should no longer be an issue....

EDIT: only thing I can think of that can be causing this is this

$GUI_RESHADEOVERRIDE!$DESC_RESHADEOVERRIDE ('RSVERSOVRD')":CBE "$(cleanDropDown "${RSVERS/#-/ -}" "$RESHADEVERSIONS")" `#CAT_Shader` `#SUB_ReShade` `#MENU_GAME` \`

EDIT2: yeah just reread you explanation of the yad stuff and that's exactly whats happening 😅

Will finish this sometime this week (Tomorrow probably) but I'm thinking i can leave the yad default blank so it doesn't update everytime yaw is called?

Then i can just set the default value in the default Cfg function to be 'RSVERS' and check for that in my function

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sonic2kk commented Nov 8, 2022

Will finish this sometime this week (Tomorrow probably) but I'm thinking i can leave the yad default blank so it doesn't update everytime yaw is called?

Then i can just set the default value in the default Cfg function to be 'RSVERS' and check for that in my function

No rush :-)

You could potentially leave it blank but you'll want the values for the different ReShade versions in the dropdown. Maybe the default should match the global ReShade and then in your override function you can check if the versions are different?

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zany130 commented Nov 8, 2022

The problem is (at least it seems might be wrong) whatever value I set after the cleanDropDown gets set to RSVERSOVRD (and then to RSVERS) every time yad is called.

I noticed this because I can type in say 5.4.1 hit save and when the menu comes back ti will be set back to the global (5.4.2). Its saving in the config file correctly as 5.4.1 but in yad its getting overridden to 5.4.2 so I think its because of that.

so what I am thinking is I can leave the yad default blank and then in my versions function I think I can just add "$RSVERS to the list of values , then in setDefaultCfgValuesdefault_template I can set RSVERSOVRD = "$RSVERS"`

so that way, if no version has been set in the config, it will default to the global version otherwise it will use the version set in the game config. Then the dropdown will have a option to see it back to the global version

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sonic2kk commented Nov 9, 2022

I noticed this because I can type in say 5.4.1 hit save and when the menu comes back ti will be set back to the global (5.4.2). Its saving in the config file correctly as 5.4.1 but in yad its getting overridden to 5.4.2 so I think its because of that.

Oooohhh this may be because the first value in the RESHADEVERSIONS string in createDLReShadeList is 5.4.2. You could try changing that to something else and seeing if it defaults to that :-)

I would try that before delving into keeping the value blank :-)

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zany130 commented Nov 9, 2022

Actually, yup you are right its RESHADEVERSIONS that's overriding the RSVERSOVRD not the default value set in the yad command.

I removed the default value part from the yad command and it still overrides it what ever is the first version in RESHADEVERSIONS

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zany130 commented Nov 9, 2022

So no clue why createDLReShadeList is overriding whatever the user enters into the text box. Everything works as expected ( and it will keep different versions of specialk in there own folder) however, if you just enter the value and hit save and play, it will also keep this value until the next time you open the game menu, at which point if you hit save it will get set to the first value in createDLReShadeList

as for auto-populating the list, that looks a lot more complicated than I originally thought. It SHOULD be technically possible by using the tagged releases here https://github.com/crosire/reshade/tags

other than those two things, I think this is pretty much complete and once I figure out how to prevent the override, it can be merged.

What do you think @sonic2kk ?

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sonic2kk commented Nov 10, 2022

First of all, I totally messed up and didn't understand how GitHub PR reviews worked. I was adding comments and thought they'd show up right away, but I had to hit a "submit review" button. Wow I'm dumb... I'm so sorry for that. It must've seemed like I was silent on your work! I was leaving all that feedback incorrectly...

I submitted the review now I think, I noticed I couldn't view it in private browsing so I hunted around and I think I got it now 😅


It's getting a bit late here, but I'll take a look at the code and see why it's not setting the version properly. If I don't come up with anything tonight I'll take a closer look tomorrow.

When you enter the value and it keeps the override version of ReShade, does it use that version of ReShade? Is there even a way to tell that? 😅


For fetching the versions, we can come to that last.


Really sorry again for my inexperience here with reviewing PRs 😓 But I agree once we have some discussion on the feedback I left and once we get the ReShade version issue sorted out, we can take a look at the tag fetching for getting the versions and getting this merged. We can just fetch the last 5 or so, maybe we can use similar logic to the getLatestGitHubExeVer. I actually wrote a function recently that fetches the latest tag for a project, I tried to adapt it to get the last N number of tags:

#!/usr/bin/env bash

GHURL="https://github.com"
WGET="wget"

function getTagsList {
    PROJURL="$1"
    N="$2"

    RELEASESURL="${PROJURL}/releases"
    EXPANDEDASSETSURL="${RELEASESURL}/expanded_assets"
    TAGSURL="${PROJURL}/tags"

    TAGSGREP="${RELEASESURL#"$GHURL"}/tag"

    LATESTTAGS="$("$WGET" -q "${TAGSURL}" -O - 2> >(grep -v "SSL_INIT") | grep -m "$N" "$TAGSGREP" | grep -oE "${TAGSGREP}[^\"]+")"
    LATESTTAGS="${LATESTTAGS##*/}"
    LATESTTAGS="${LATESTTAGS//$'\n'/!}"

    echo "$LATESTVER"
}

echo "Latest STL ver: $( getLatestGitHubReleaseVer "https://github.com/sonic2kk/steamtinkerlaunch" "5" )"

I did a brief test and that returns duplicates (probably will just need some extra logic in the grepping to ignore duplicates or something) so it's not perfect but something along these lines might work. If you'd like it's something I could implement after merging 🙂

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sonic2kk commented Nov 10, 2022

Some late-night Bash scripting later, I made a function that fetches the last N tags from a given repo. Check it out:

#!/usr/bin/env bash

GHURL="https://github.com"
WGET="wget"

function fetchGitHubTags {
    PROJURL="$1"
    N="$2"

    RELEASESURL="${PROJURL}/releases"
    TAGSURL="${PROJURL}/tags"

    TAGSGREP="${RELEASESURL#"$GHURL"}/tag"

    mapfile -t BASETAGS < <("$WGET" -q "${TAGSURL}" -O - 2> >(grep -v "SSL_INIT") | grep -oE "${TAGSGREP}[^\"]+" | sort -urV | grep -m "$N" "$TAGSGREP")
    for TAG in "${BASETAGS[@]}"; do
        basename "$TAG"
    done
}

RESHADETAGS="$( fetchGitHubTags "https://github.com/crosire/reshade" "5" )"
RESHADETAGS="${RESHADETAGS//$'\n'/!}"
RESHADETAGS="${RESHADETAGS//v/}"

echo "${RESHADETAGS}"

Tested with ReShade and STL and it works :-)

You should be able to just drop the function into STL and use it. The echoes are just there to give you an idea of what the output is. Usage is fetchGitHubTags "<URL>" "num of tags to get".

The function is really limited by how many tags come back on one GitHub page, which I think is 10. But that's fine to be honest.

To save on calls, you might want to also wrap a call to that function in an if [ -z "$RESHADEOVERRIDEVERSIONS" ] or something :-) That way it's only called once while STL is open. I dunno if it's worth saving the actual list of override values, I think it's fine to just fetch it once per execution. There is a chance that a user could spam it, but it's probably not a big deal.

(if I'm feeling brave, maybe in future I'll expand a function like that to go back in pages and get all the tags that way, but that is hurting my already sleepy brain too much 😅)

Fixed the overriding issue by setting the first value of RESHADEVERSIONS to RSVERSOVRD and removing the RSVERS in the command to make the dropdown
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I had a couple more thoughts just quickly before I sign off for the night:

It might be a good idea to guard this behind a checkbox as well, that way a user can more easily toggle this on and off. It might give them more peace of mind and it's easier to remember to turn off the checkbox than to set the ReShade version back to the global version. We could then do a check in the same place where you have the check for the override and global ReShade versions being the same, so something like if [[ "$RSOVRDVERS" = "$RSVERS" ]] && [ "$RSOVRD" -eq 1 ]; then

It hopefully shouldn't be too much to implement. If you need help with it I can try post an example tomorrow. Should be the same idea as the dropdown though: Add the strings, the UI element (you could look for some examples in the code that end in :CB) and add the variable, also saving the variable to the game config.


The other thing I thought of is, we may need some better validation for checking the ReShade version, but I'm not even sure this exists for the regular ReShade version so likely this is out of scope for this PR and something that should be worked on separately :-)


Sorry I just thought of this now so late on. If you aren't up for looking into adding any more functionality that's totally fine and it can be added at a later date :-)

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zany130 commented Nov 10, 2022

no worries, I have been toying with the idea of a toggle since the beginning going back and forth the main reason for not doing it if I'm being honest, is laziness and being afraid of more code 😅 but your right it should be more or less the same as what I already did so I think I can manage...

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the main reason for not doing it if I'm being honest, is laziness and being afraid of more code

Totally fair 😄 Good luck! I'll try write up an example if you need it tomorrow.

(Also, review has been more thorough than I thought. I appreciate all of your time! It's looking really good)

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Left a review comment about autoBumpReshade (had similar problems in the past myself too - Bash is certainly an interesting beast sometimes...)

apparently, the issue is when you already have an existing config file, it just adds the new values at the bottom without the description.

Ah! I suppose that's fine then. Though I thought STL had logic to update the global config, maybe it isn't working (hopefully it wasn't something that I broke...)

It's not a huge deal, but it's something I'll try to find time to investigate!

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Ah fishsticks, the HedgeModManager merge created langfile conflicts. No rush on resolving those though, we can do that at the end :-)

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nice to see some active contributions 👍

@sonic2kk
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@zany130 I resolved the conflicts, that was my bad and I should've waited on you before merging the HMM branch, so I went ahead and cleaned up my mess.

This PR is looking pretty sweet. Is autoBumpReshade the last thing left to do? I believe all of my review comments (except for the autoBumpReshade hint) are resolved now (the last one I forgot to mark resolved as the file overwrite, since you added the -o option that should resolve it).

Of course there is still no rush, and you can just let me know when you feel it's ready for merging 😃

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zany130 commented Nov 13, 2022

thanks for helping with the conflicts yeah the autobump for the resade version is the only thing left. Haven't had much time yesterday or today to take a look at it, but I hope I can finish it tomorrow. I wrote a response to your review on where I was stuck with the auto bump reshade function.

everything else seems to be working nicely and I think is ready for merging

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If there's a response to that review it isn't showing up for me, I hunted around but tbh the review workflow is still very new to me 😅 if you could leave it as a regular comment I can take a look and try help out however I can :-)

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zany130 commented Nov 13, 2022

ahh sorry about that what follows is post i mentioned

I think its the second part that giving me issues (really should be [ "$RSVERS" \< RSVERSLATEST ]) the problem is I think RSVERSLATEST is being stored as "v5.4.2"
I tried RSVERSLATEST="${RSVERSONLINE//v/}" but that just sets it to " "
btw this is how I have it offline right now

function autoBumpReShade {
	echo "HELLLLLLLOOOOOO"
	RSVERSLATEST="$( fetchGitHubTags "$RESHADEPROJURL" "1" )"
	RSVERSLATEST="${RSVERSONLINE//v/}"
	echo " latest reshade version is '$RSVERSLATEST'"
	echo " current reshade version is '$RSVERS'"
	if [ "$AUTOBUMPRESHADE" -eq 1 ] && [ "$RSVERS" \< RSVERSLATEST ]; then
		echo "updating reshade"
		writelog "INFO" "${FUNCNAME[0]} - Found newer version of '$RESH' - Updating '$RSVERS' to '$RSVERSLATEST"
		touch "$FUPDATE" 
		updateConfigEntry "RSVERS" "$RSVERSLATEST" "$STLDEFGLOBALCFG"
	else
		echo "not updating reshade"
		writelog "SKIP" "${FUNCNAME[0]} - '$RSVERS' is the latest version of '$RESH' - not updating"
	fi

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really should be [ "$RSVERS" \< RSVERSLATEST ]

This might work already with [[ "$RSVERS" > "$RSVERSLATEST" ]]

I tried RSVERSLATEST="${RSVERSONLINE//v/}" but that just sets it to " "

Ahh, it's because of this:

RSVERSLATEST="${RSVERSONLINE//v/}"

should be this:

RSVERSLATEST="${RSVERSLATEST//v/}"

The variable RSVERSONLINE doesn't exist anywhere, so it's blank by default. Hope that helps :-)


A fixed solution might look like:

function autoBumpReShade {
	echo "HELLLLLLLOOOOOO"
	RSVERSLATEST="$( fetchGitHubTags "$RESHADEPROJURL" "1" )"
	RSVERSLATEST="${RSVERSONLINE//v/}"
	echo " latest reshade version is '$RSVERSLATEST'"
	echo " current reshade version is '$RSVERS'"
	if [ "$AUTOBUMPRESHADE" -eq 1 ] && [[ "$RSVERS" < "$RSVERSLATEST" ]]; then  # Note the double brackets when comparing strings
		echo "updating reshade"
		writelog "INFO" "${FUNCNAME[0]} - Found newer version of '$RESH' - Updating '$RSVERS' to '$RSVERSLATEST"
		touch "$FUPDATE" 
		updateConfigEntry "RSVERS" "$RSVERSLATEST" "$STLDEFGLOBALCFG"
	else
		echo "not updating reshade"
		writelog "SKIP" "${FUNCNAME[0]} - '$RSVERS' is the latest version of '$RESH' - not updating"
	fi
    # any extra code can go here...
fi

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zany130 commented Nov 13, 2022

Ahh, it's because of this:

RSVERSLATEST="${RSVERSONLINE//v/}"

should be this:

RSVERSLATEST="${RSVERSLATEST//v/}"

The variable RSVERSONLINE doesn't exist anywhere, so it's blank by default. Hope that helps :-)

image

yup, to be honest, I wrote this function late at night a few days ago and haven't even looked at it since

works now 😅

going to push it in a bit I'm not sure about the placement of the call to autoBumpReShade currently, it is in the main menu maybe I should put it in the global menu? or in prepare launch, as that's the only way it will get updated if the user hits save and play? as it is right now if the user doesn't go back to the main menu it won't run the function

@sonic2kk
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yup, to be honest, I wrote this function late at night a few days ago and haven't even looked at it since

I've been here many times (even recently), it happens 😄

going to push it in a bit I'm not sure about the placement of the call to autoBumpReShade currently, it is in the main menu maybe I should put it in the global menu? or in prepare launch, as that's the only way it will get updated if the user hits save and play? as it is right now if the user doesn't go back to the main menu it won't run the function

Ah good thinking. I think a call to this in prepareLaunch is probably a good idea - A call to autoBumpReShade in the main menu and prepareLaunch should be good. That way we cover the bases you mention: When a user presses "Save" and goes back to the main menu it'll auto bump, and if they press "save and play" it will a auto bump (or when they launch SteamTinkerLaunch again, it will try to autobump the ReShade version).


Awesome work here!

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The new function and function call placement looks good to me. I think GitHub has an option to squash commits but if you'd like you can squash them locally and force-push so that there's just one single commit for this 😃 After that I'm good to merge this if you're ready

commit 2018d45
Merge: 3137922 021f7e5
Author: zany130 <andresdortiz@gmail.com>
Date:   Sun Nov 13 15:49:34 2022 -0500

    Merge branch 'reshade_version_override' of https://github.com/zany130/steamtinkerlaunch into reshade_version_override

commit 3137922
Author: zany130 <andresdortiz@gmail.com>
Date:   Sun Nov 13 15:49:17 2022 -0500

    fix autoBumpReShade

commit 021f7e5
Merge: 6424c69 90c95b7
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 20:26:26 2022 +0000

    Merge branch 'master' into reshade_version_override

commit 90c95b7
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 03:25:27 2022 +0000

    Remove useless Flatpak warning

    Does not work as Flatpak STL does not come with sh, and since users on Steam Deck (at least the ones that complain it doesn't work) almost certainly wont have Flatpak Steam installed, they won't be able to run the script at all and so it won't show up.

commit b731f7e
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 03:03:28 2022 +0000

    Add check for JQ installation before generating online Proton versions

    JQ is required for online Proton version checking. In future we could potentially remove the reliance on this and instead parse it with a different function

commit e89df4e
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 01:06:02 2022 +0000

    HMM: Only install Winetricks for installed games

commit 064b947
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 00:24:07 2022 +0000

    version bump

commit e69f02a
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Sat Nov 12 00:23:55 2022 +0000

    HMM: Fix wrong RUNWINE name

    Stopped Sonic Generations from correctly applying Winetricks

commit 27c3c6e
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Fri Nov 11 22:14:40 2022 +0000

    Add HedgeModManager usage to help screen

commit ce9b196
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Fri Nov 11 21:52:22 2022 +0000

    Add HedgeModManager support

commit 6424c69
Author: zany130 <andresdortiz@gmail.com>
Date:   Thu Nov 10 18:45:33 2022 -0500

    some sanity checks and more autoBumpReShade work

commit ea566c8
Author: zany130 <andresdortiz@gmail.com>
Date:   Thu Nov 10 16:05:30 2022 -0500

    update lang files

commit 8f9443e
Author: zany130 <andresdortiz@gmail.com>
Date:   Thu Nov 10 15:42:58 2022 -0500

    fix  reshade override list

    and some skel work on Auto bumping global reshade version

commit b6c24d6
Author: zany130 <andresdortiz@gmail.com>
Date:   Thu Nov 10 13:45:24 2022 -0500

     autopopulating reshade list

    and some cleanups

commit 39ad6e8
Author: zany130 <andresdortiz@gmail.com>
Date:   Wed Nov 9 22:38:01 2022 -0500

    minor

    fix indentation

commit 8dda5a9
Author: zany130 <andresdortiz@gmail.com>
Date:   Wed Nov 9 22:23:37 2022 -0500

    skel reshade vulkan support

    and update overrideReshadeVersion as  @sonic2kk suggested :)

commit 0210acf
Author: zany130 <andresdortiz@gmail.com>
Date:   Wed Nov 9 21:45:35 2022 -0500

    Add override toggle

commit a3a557e
Author: zany130 <andresdortiz@gmail.com>
Date:   Wed Nov 9 20:22:53 2022 -0500

    Fixes and cleanups

    Fixed the overriding issue by setting the first value of RESHADEVERSIONS to RSVERSOVRD and removing the RSVERS in the command to make the dropdown

commit 6b329ee
Author: zany130 <andresdortiz@gmail.com>
Date:   Wed Nov 9 19:04:47 2022 -0500

    minor

commit 555cdeb
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Wed Nov 9 22:01:49 2022 +0000

    Always update Yad config entry on Steam Deck

    If SteamTinkerLaunch is installed, but the config folder goes missing, the Yad binary may not get set again since we don't call setYadBin again on Steam Deck.
    Force add the path to the Yad bin to the global config if Yad is found on Steam Deck.

    Should address sonic2kk#646

commit 891315b
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Wed Nov 9 18:31:48 2022 +0000

    More work for sonic2kk#651

commit 95ad206
Author: Eamonn Rea <eamonnrea@gmail.com>
Date:   Wed Nov 9 17:40:47 2022 +0000

    Fix local install check on Steam Deck

commit dae5c47
Author: zany130 <andresdortiz@gmail.com>
Date:   Tue Nov 8 20:00:21 2022 -0500

    some fixes for hardcoded  reshade versions

commit a279216
Author: zany130 <andresdortiz@gmail.com>
Date:   Tue Nov 8 16:48:03 2022 -0500

    fix missing hardcoded  reshade versions

commit 43bb296
Author: zany130 <andresdortiz@gmail.com>
Date:   Tue Nov 8 16:33:58 2022 -0500

    fix installRSdll

commit da57b7b
Merge: eeabc5a 907a03b
Author: Andres <andresdortiz@gmail.com>
Date:   Tue Nov 8 15:19:45 2022 -0500

    Merge branch 'sonic2kk:master' into reshade_version_override

commit eeabc5a
Author: zany130 <andresdortiz@gmail.com>
Date:   Tue Nov 8 15:17:07 2022 -0500

    add reshade version override
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zany130 commented Nov 13, 2022

I think that did it? not sure. Sorry still learning GitHub 😓

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I don't think it did it but it's no problem, I'll use GitHub's squash feature (it should work, I just know some projects shy away from it).

@sonic2kk sonic2kk merged commit 46620cf into sonic2kk:master Nov 13, 2022
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Yup looks like that merged in fine - Thanks for all your work here! ❤️

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zany130 commented Nov 13, 2022

sorry small bug I just notice @sonic2kk echo "## $AUTOBUMPRESHADE" needs to be echo "## $DESC_AUTOBUMPRESHADE" on line 3027

sonic2kk added a commit that referenced this pull request Nov 13, 2022
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sonic2kk commented Nov 13, 2022

Fixed it :-)

Changelog has also been updated: https://github.com/sonic2kk/steamtinkerlaunch/wiki/Changelog#changes-in-latest-master (feel free to edit if you want to make any changes 😃)

@zany130 zany130 deleted the reshade_version_override branch November 13, 2022 21:23
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Oh something that totally slipped my mind, @zany130 If you would like you can update the ReShade wiki page: https://github.com/sonic2kk/steamtinkerlaunch/wiki/ReShade

Feel free to update as much or as little as you want on this page, or if you don't want to, I can do it another time. There is no rush on this though :-)

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[enhancement] Per-Game ReShade Versions
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