After a reboot E33 kept crashing. The ClairObscurFix.log showed why the earlier 'reduced profile' never helped: config flags gate behaviour INSIDE the fix's hooks, but the .asi installs all its hooks (Level Load, Widgets, cutscene, PostProcess) regardless. So the crash surface was never reduced - only removing the fix stops it. The game added official ultrawide support in patch 1.2.3 and renders correctly at 5120x1440 natively, so the archived fix was pure liability. Removed it entirely and marked the entry native. - New METHOD=native: install.sh no-ops with a message, build/publish skip it. - Deleted vendor/ClairObscurFix and the tuned ini (unused, crash-causing). - README/THIRD_PARTY/CHANGELOG updated; ClairObscurFix recorded as historical. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3.2 KiB
3.2 KiB
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=nativemarks 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 by Lyall (MIT). - Ships a reduced profile (only
Center HUDenabled). 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.shnow 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
bepinexinstall 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+ raisedreferenceResolution.y) and world-space labels (canvaslocalScale—CanvasScaler.scaleFactoris 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 = MaintainYFOVand disables pillarboxing, patched in decrypted memory at runtime with 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>/+game.conf), soinstall.shis game-agnostic. Note:./install.shnow requires a game name; run it bare to list games. - Migrated hosting from GitHub to self-hosted Gitea.
publish.shrewritten for the Gitea API; readsGITEA_TOKENfrom the environment and never stores it.