Commit Graph
10 Commits
Author SHA1 Message Date
ckochandClaude Opus 4.8 4cd18fb9f4 UI tuner: handle both canvas modes, echo knob values
In-game capture revealed two canvas families: ScreenSpaceOverlay/
ScaleWithScreenSize (the HUD, ref 1920x1080 match=1) and WorldSpace/
ConstantPixelSize (NamePlate and friends). Unity ignores referenceResolution
in ConstantPixelSize mode, so the old HUD_SCALE knob could never affect the
in-world labels. Split into HUD_SCALE (referenceResolution) and WORLD_SCALE
(scaleFactor), applied per mode.

Also echoes the knob values and logs APPLIED lines, so a stale console edit is
immediately obvious instead of looking like the fix did nothing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 15:58:37 -04:00
ckochandClaude Opus 4.8 bd9fdc50f6 Fix UI tuner: scaleFactor is ignored in ScaleWithScreenSize
CanvasScaler.scaleFactor only applies to ConstantPixelSize mode, so the old
SCALE_MULT knob would have done nothing. Replaced with HUD_SCALE, implemented
via referenceResolution.y (effective scale = screenH/refH), which genuinely
shrinks the HUD while giving the layout MORE logical room - the right lever
for overlapping text.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 15:52:19 -04:00
ckochandClaude Opus 4.8 3525c79dba Burglin' Gnomes: camera confirmed correct, add live UI tuner
orthographicSize is constant at 5.0 across 1920x1080 and 5120x1440 (visible
height 10.0, width 17.8 -> 35.6). The camera is already textbook Hor+ and needs
no patch - the entire ultrawide problem is HUD scaling.

CanvasScaler match=0.453 gave scaleFactor 1.948 (ballooned HUD); match=1 gives
1.333 with logical height exactly 1080 (the design height). Adds a live tuner
with independent match / scaleFactor / referenceResolution knobs to chase the
remaining text overlap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 15:51:38 -04:00
ckochandClaude Opus 4.8 8bbc1cfac8 Correct Burglin' Gnomes diagnosis: camera is ORTHOGRAPHIC
fieldOfView is meaningless here (reads 60 at every resolution because nothing
uses it). The governing value is orthographicSize. Diagnostic now reports
orthoSize plus computed visible width/height, and checks Cinemachine lens
ortho size too.

Also confirmed the HUD cause: CanvasScaler match=0.453 (width-biased) with a
1920x1080 reference, which balloons the HUD at 5120px wide. Added a live
fix-test script to try match=1 and an orthoSize override in-game.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 15:31:05 -04:00
ckochandClaude Opus 4.8 e21c6c3c44 Add UnityExplorer camera/UI diagnostic script
Reflection-based so it compiles across Cinemachine versions. Dumps cameras,
Cinemachine lens FOV, and CanvasScaler settings to identify what drives FOV
and what breaks the HUD at ultrawide.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 15:06:02 -04:00
ckochandClaude Opus 4.8 b6ab1bf5ab Scaffold Burglin' Gnomes (Unity 6 Mono) as second target
Recon: Unity 6000.0.62f1, Mono backend (readable C# assemblies), URP +
Cinemachine, no DRM. No FOV logic in game code, so the horizontal-FOV lock is
a serialized camera setting - needs runtime inspection via BepInEx/UnityExplorer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 13:16:18 -04:00
ckochandClaude Opus 4.8 9bdb4284d6 Migrate to self-hosted Gitea
- origin now points at git.lazypugs.com/ckoch/UltraWidePatches
- rewrite tools/publish.sh for Gitea's API (token via GITEA_TOKEN env, never
  stored on disk); creates/updates the release and uploads the game zip
- update the remaining self-referential link to the Gitea URL

Upstream links (SUWSF, Ultimate ASI Loader, Lyall's patterns) intentionally
still point at GitHub - those are third-party projects.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 12:03:21 -04:00
ckochandClaude Opus 4.8 5d6fd277c9 Restructure into multi-game UltraWidePatches umbrella
Generalize the project from a single GB4 fix into a collection that can host
ultrawide patches for many games.

- games/<Game>/{SUWSF.ini,game.conf,README.md}; GB4 moved in as the first entry
- game.conf carries all game-specific data (appid, exe, paths, loader, launch
  option), so install.sh is fully generic: ./install.sh <Game> [uninstall]
- installer gains GAME_DIR / PREFIX_INI_FILE / LOADER_NAME overrides; verified
  install -> idempotent re-run -> uninstall leaves the tree pristine
- tools de-hardcoded: dump_decrypted.py takes an exe name, read_protonlog.sh
  takes an appid, aob.py takes a dump + game ini, build_release.sh takes a game
- README rewritten as an umbrella index with an "adding a game" guide
- LICENSE copyright -> programmingPug

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 11:21:20 -04:00
ckochandClaude Opus 4.8 b37677cbc1 Add GitHub publish script
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 20:21:52 -04:00
ckochandClaude Opus 4.8 dc28d60392 Gundam Breaker 4 UltraWide Fix v1.0.0
32:9 / 21:9 ultrawide support for Gundam Breaker 4 (UE4.27) via SUWSF +
Ultimate ASI Loader. Forces Hor+ FOV (AspectRatioAxisConstraint=MaintainYFOV)
and disables pillarboxing, patched in decrypted memory at runtime so it holds
through missions (the exe is SteamStub-encrypted; a static patch is impossible).

Confirmed working in gameplay at 5120x1440 (Samsung Odyssey G93SC) on Proton.
Requires WINEDLLOVERRIDES="dsound=n,b" on Proton so the loader injects.

Includes: patch/SUWSF.ini, Proton installer with clean uninstall, release-zip
builder, and runtime dump/verify tooling. Third-party bundles under MIT (see
THIRD_PARTY.md).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 20:21:23 -04:00