# Changelog ## Unreleased - **Clair Obscur: Expedition 33 → native.** Removed the vendored ClairObscurFix: it's archived, crashed on save load on current builds, and its config flags don't gate its hooks (so a "reduced profile" never reduced the crash surface). The game added official ultrawide support in patch 1.2.3 and works at 5120×1440 with no mod. New `METHOD=native` marks such entries; install/build/publish treat them as no-op / no-artifact. - **New game: ONE PIECE ODYSSEY** (UE4 + SteamStub). SUWSF loads, but the GB4 patterns don't match this build (FOV pattern 0 matches; pillarbox pattern false-matched). Needs runtime-derived patterns. ⚠️ in progress. Versioning applies to the collection as a whole: **adding a game is a minor bump**, fixes/tuning to existing entries are patch bumps. ## v1.2.0 — Clair Obscur: Expedition 33 - **New game: Clair Obscur: Expedition 33** (Unreal Engine 5, no DRM) — ⚠️ partial support. Adds a third install method, `external`: where a good third-party fix already exists and its license allows redistribution, it is vendored **unmodified** with our tuned config and full credit, rather than reimplemented. The fix itself is [ClairObscurFix](https://github.com/Lyall/ClairObscurFix) by **Lyall** (MIT). - Ships a **reduced profile** (only `Center HUD` enabled). Upstream v0.0.10 is archived and predates current game builds; with full features it crashed on save load. Documented with a revalidation checklist rather than marked working. - `publish.sh` now cuts **one release for the whole collection**, attaching every game's zip, and replaces same-named assets so re-runs are idempotent. ## v1.1.0 — Burglin' Gnomes *(never released; folded into v1.2.0)* - **New game: Burglin' Gnomes** (Unity 6, Mono) — ✅ confirmed working at 5120×1440. Adds the `bepinex` install method and a purpose-built C# plugin. - Camera deliberately untouched: it is orthographic with a constant `orthographicSize`, which is already correct Hor+ at 32:9. The entire problem was UI scaling. - Fixes HUD canvases (`match=1` + raised `referenceResolution.y`) and world-space labels (canvas `localScale` — `CanvasScaler.scaleFactor` is overwritten every frame for WorldSpace canvases). - Config reloads live (~2s) without a game restart. ## v1.0.0 — Gundam Breaker 4 - **New game: Gundam Breaker 4** (Unreal Engine 4.27, SteamStub DRM) — ✅ confirmed working at 5120×1440. - Forces Hor+ FOV via `AspectRatioAxisConstraint = MaintainYFOV` and disables pillarboxing, patched in decrypted memory at runtime with [SUWSF](https://github.com/PhantomGamers/SUWSF) — the exe is DRM-encrypted on disk, so static patching is impossible. --- ### Unreleased infrastructure changes These landed between v1.0.0 and v1.2.0 and are not tied to a single game: - Restructured from a single-game repo into a multi-game collection (`games//` + `game.conf`), so `install.sh` is game-agnostic. **Note:** `./install.sh` now requires a game name; run it bare to list games. - Migrated hosting from GitHub to self-hosted Gitea. - `publish.sh` rewritten for the Gitea API; reads `GITEA_TOKEN` from the environment and never stores it.