Results 127 comments of Bo3b Johnson

Actually, Helix is not really buggy, it's the nature of the wide variance in how games use DX9, and we can't control the madness that developers engage in. It also...

Worth asking. I took a quick perusal of his code there, and I don't think it's exactly related. There is a mix of code pieces there, including updates for James-Jones...

> > 1. We aren't certain that we would want to update to v142 toolset. We want to still be compatible with the handful of people that still use 3Dmigoto...

> I understand that you don't have lots of time, but maybe not doing PRs is the reason the code got a bit messy? It's a really useful process, and...

I got a chance to test the DX9 project, and it seems to mostly work. When I do a full Build of the DirectX9 project on master branch, it compiles...

> the lack of clarity on the licensing situation on that code would be of concern to any companies planning to release a version of 3DMigoto and would probably need...

It's been too long, so I cannot be positive, but I expect you are right. The addBoolean and removeBoolean were original code from Chiri that I extended to use the...

> @DarkStarSword I can restore the `includes` and `internal_includes` folders, although it should be noted we are including from both. Just makes consuming it messier. I need to get a...

Set calls=1, unbuffered=1, debug=1 in the d3dx.ini and add the d3d11_log.txt here, and we can take a look.

The Decompiler has some known defects, and will do this sort of thing for a bunch of opcodes. That's why it's putting in the _broken_ and _missing_ tags to indicate...