- Added window event message queue hooks, which handle keyboard and mouse input
- Added option to use key modifiers/combinations for toggling techniques via new annotations "togglectrl", "toggleshift" and "togglealt"
- Added support for numeric escape sequences in string literals to effect parser
- Added disclaimer message to overlay
- Added error message to setup tool if Visual C++ redistributable is missing
- Changed hook installation to log error status code if hook activation failed
- Changed network traffic monitor to use interlocked operations instead of critical sections for thread-safety
- Changed setup tool to only attempt analyzing the executable PE file and not launching the game (fixes crashes)
- Fixed crash in GTA5 when Steam overlay was active and ReShade named "dxgi.dll"
- Fixed effect reloading not working if there was an error during the preprocessor step
- Removed "d3dx9" dependency from 64 bit build since it isn't used there
- Removed support for loading effects from "Sweet.fx" and "ReShade\Common\ReShade.fx". Please use "ReShade.fx" instead.
- Removed disclaimer messagebox
- Fixed crash when last line of an effect file was an "#include" directive
- Removed Visual C++ redistributable dependency, now works without it being installed
- Fixed D3D9 half texel offset correction only working for backbuffer sized textures
- Removed "Use at your own risk!" warning message from welcome text and moved it into readme
- Changed Direct310/11 handling of multisampling to copy the backbuffer instead of replacing it
- Fixed hook manager not catching modules loaded via "LoadLibraryEx"
- Fixed effects applied multiple times if game called "IDXGISwapChain::Present" without doing any drawing in between
- Added Direct3D11 feature level info to trace logging
- Fixed Direct3D10/11 stateblocks leaking references after frame completed
- Fixed Direct3D10/11 renderers failing to initialize if backbuffer is using a SRGB format
- Fixed Direct3D10/11 renderers failing to initialize on Windows 8+
- Fixed gamma issues in Direct3D10/11 renderers on Windows 8+
- Fixed keyboard input not working in games using RawInput
- Fixed effect parser accepting empty variable declarations
- Fixed raw input device registration failing under certain circumstances
- Fixed memory leak in Direct3D10/11 renderers
Added window watcher, which keeps track of window messages and handles keyboard and mouse input
/paranoid mode on
Erm, keylogging? Can I ask you, why is it necessary for a shader/graphic mod?
Also can you add an option to permanently disable network monitoring and "dangerous" features similar to depth-buffer? Why monitor them constantly, just allow to disable them in manual mode. It is safer than constant monitoring with a possibility to ban in 100% MMO/multiplayer games.
NotSoSweet wrote: Erm, keylogging? Can I ask you, why is it necessary for a shader/graphic mod?
But I'd surprised if this fixed "The Crew". I don't have that game, so I'm unable to perform any debugging on it unfortunately currently.
Cloudster wrote: Any ETA on when 0.18 will be out? Really hope it fixes the crash in GTA 5.
Post above you.
He is waiting for SweetFX and the Framework get updated. Im pretty sure SweetFX will come first since the framework is a lot more advanced.
Oh, small bug with SweetFX. Open ReShade.fx and add a new line after "#include "Sweet.fx"" if not there yet (fixed the download). Thanks for reporting!
BatJoe wrote: No good.. 0.18 crashes in a ton of games for me just using SMAA.
GemFX bloom.h fails with:
/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'
But with everything disabled in the gemfx.cfg it compiles and the keys work for me in DA:I
crosire wrote: It would be great if somebody can confirm that keyboard input and thus toggle keys are now working again for them too.
Nope not for me. I've tried all the default toggle keys that are set in the framework pack and none of them are working.
btw using 0.18.0.832 with Final Fantasy XIV. the global toggle key worked for me in the previous 0.17.x release. But now not even that works plus the new toggles.
- Wicked Sick
- Mike Gous
With the new Kombat X it sometimes crashes back to Windows as soon as I enter the main menu. Sometimes I must restart the game quite a few times before it settles down. Without ReShade and SweetFx it never crashes.
But I eventually can get it going. Must be something small that cause the crashes, although it do not happen everytime.
After further testing I found I must restart MKombat X sometimes up to 4 times before it settles down. I is definitely jittery at this stage for 0.18, but luckily I can eventually get it going.
It would be interesting to hear what other people have to say who already have the game.