├── .github
├── FUNDING.yml
└── workflows
│ └── main.yml
├── libs
├── AtLib.stripped.dll
├── Assembly-CSharp.stripped.dll
├── Il2Cppmscorlib.stripped.dll
├── UnityEngine.UI.stripped.dll
├── UnhollowerBaseLib.stripped.dll
├── UnityEngine.CoreModule.stripped.dll
└── Unity.RenderPipelines.Universal.Runtime.stripped.dll
├── release_body.md
├── LICENSE
├── SoulHackers2Fix.sln
├── SoulHackers2Fix.csproj
├── .gitattributes
├── README.md
├── BepInEx.cfg
├── .gitignore
└── SoulHackers2Fix.cs
/.github/FUNDING.yml:
--------------------------------------------------------------------------------
1 |
2 | ko_fi: lyall
3 |
--------------------------------------------------------------------------------
/libs/AtLib.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/AtLib.stripped.dll
--------------------------------------------------------------------------------
/libs/Assembly-CSharp.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/Assembly-CSharp.stripped.dll
--------------------------------------------------------------------------------
/libs/Il2Cppmscorlib.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/Il2Cppmscorlib.stripped.dll
--------------------------------------------------------------------------------
/libs/UnityEngine.UI.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/UnityEngine.UI.stripped.dll
--------------------------------------------------------------------------------
/libs/UnhollowerBaseLib.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/UnhollowerBaseLib.stripped.dll
--------------------------------------------------------------------------------
/libs/UnityEngine.CoreModule.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/UnityEngine.CoreModule.stripped.dll
--------------------------------------------------------------------------------
/libs/Unity.RenderPipelines.Universal.Runtime.stripped.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Lyall/SoulHackers2Fix/HEAD/libs/Unity.RenderPipelines.Universal.Runtime.stripped.dll
--------------------------------------------------------------------------------
/release_body.md:
--------------------------------------------------------------------------------
1 | ## Installation
2 | - Extract the contents of the release zip in to the game directory.
(e.g. "**steamapps\common\SOUL HACKERS2**" for Steam).
3 | - Run the game once to generate a config file located at **\BepinEx\config\SoulHackers2Fix.cfg**
4 | - The first launch may take a little while as BepInEx does its magic.
5 |
6 | ## Configuration
7 | - See the generated config file to adjust various aspects of the plugin.
8 |
9 | More up to date [installation instructions are available here](https://github.com/Lyall/SoulHackers2Fix#installation).
10 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2022 Lyall
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/SoulHackers2Fix.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 17
4 | VisualStudioVersion = 17.2.32630.192
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SoulHackers2Fix", "SoulHackers2Fix.csproj", "{2797660F-5114-454C-9CEA-16B304A262C5}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {2797660F-5114-454C-9CEA-16B304A262C5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {2797660F-5114-454C-9CEA-16B304A262C5}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {2797660F-5114-454C-9CEA-16B304A262C5}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {2797660F-5114-454C-9CEA-16B304A262C5}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {A947E403-8B35-4AFA-A0D8-D1665DE3F951}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/SoulHackers2Fix.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | net6.0
5 | SoulHackers2Fix
6 | Soul Hackers 2 Fix
7 | 0.0.4
8 | true
9 | latest
10 |
11 | https://api.nuget.org/v3/index.json;
12 | https://nuget.bepinex.dev/v3/index.json
13 |
14 | SH2Fix
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 | libs\Assembly-CSharp.stripped.dll
25 |
26 |
27 | libs\AtLib.stripped.dll
28 |
29 |
30 | libs\Il2Cppmscorlib.stripped.dll
31 |
32 |
33 | libs\UnhollowerBaseLib.stripped.dll
34 |
35 |
36 | libs\Unity.RenderPipelines.Universal.Runtime.stripped.dll
37 |
38 |
39 | libs\UnityEngine.CoreModule.stripped.dll
40 |
41 |
42 | libs\UnityEngine.UI.stripped.dll
43 |
44 |
45 |
46 |
--------------------------------------------------------------------------------
/.github/workflows/main.yml:
--------------------------------------------------------------------------------
1 | name: Publish Release
2 |
3 | on:
4 | workflow_dispatch:
5 | inputs:
6 | version:
7 | description: 'Release version number'
8 | required: true
9 |
10 | jobs:
11 | build:
12 | runs-on: ubuntu-latest
13 | permissions:
14 | contents: write
15 | steps:
16 | - uses: actions/checkout@v2
17 | - uses: actions/setup-dotnet@v1
18 | with:
19 | dotnet-version: '6.0.x'
20 | - run: echo "::set-output name=URL::$(curl -vs https://builds.bepinex.dev/projects/bepinex_be 2>&1 | grep -Po '(?<=href=")(\/projects\/bepinex_be\/(.*)\/BepInEx-Unity.IL2CPP-win-x64(.*))(?=")' | head -1)"
21 | id: bepinexurl
22 | - run: wget https://builds.bepinex.dev${{ steps.bepinexurl.outputs.URL}}
23 | - run: mkdir -p ${{ github.event.repository.name }}/BepInEx/plugins
24 | - run: mkdir -p ${{ github.event.repository.name }}/BepInEx/config
25 | - run: dotnet build -c Release -o build
26 | - run: cp build/${{ github.event.repository.name }}.dll ${{ github.event.repository.name }}/BepInEx/plugins/${{ github.event.repository.name }}.dll
27 | - run: unzip BepInEx-Unity* -d ${{ github.event.repository.name }}
28 | - run: cp BepInEx.cfg ${{ github.event.repository.name }}/BepInEx/config/BepInEx.cfg
29 | - run: touch ${{ github.event.repository.name }}/EXTRACT_TO_GAME_DIRECTORY
30 | - run: chmod -R 777 ${{ github.event.repository.name }}
31 | - run: cd ${{ github.event.repository.name }}; zip -r ../${{ github.event.repository.name }}_${{ github.event.inputs.version }}.zip ./*
32 | - uses: ncipollo/release-action@v1
33 | with:
34 | artifacts: "${{ github.event.repository.name }}_${{ github.event.inputs.version }}.zip"
35 | token: ${{ secrets.GITHUB_TOKEN }}
36 | tag: ${{ github.event.inputs.version }}
37 | name: "${{ github.event.inputs.version }}"
38 | draft: true
39 | generateReleaseNotes: true
40 | bodyFile: "release_body.md"
41 | artifactErrorsFailBuild: true
42 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ## ⚠️ This repository has been migrated
2 | Active development has moved to [Codeberg](https://codeberg.org/Lyall/SoulHackers2Fix).
3 | This repo is archived and will no longer receive updates.
4 |
5 | # Soul Hackers 2 Fix
6 | [](https://ko-fi.com/W7W01UAI9)
7 | [](https://github.com/Lyall/SoulHackers2Fix/releases)
8 |
9 | This BepInEx plugin for the game Soul Hackers 2 features:
10 | - Proper ultrawide and non-16:9 aspect ratio support with pillarbox removal.
11 | - Custom resolution support.
12 | - Graphical tweaks to increase fidelity.
13 | - Disable Chromatic Aberration
14 | - Anisotropic Filtering
15 | - LOD Bias
16 | - Render Scale (Resolution Scale)
17 | - Fix for slidey character movement above 60fps.
18 |
19 | ## Installation
20 | - Grab the latest release of SoulHackers2Fix from [here.](https://github.com/Lyall/SoulHackers2Fix/releases)
21 | - Extract the contents of the release zip in to the game directory.
(e.g. "**steamapps\common\SOUL HACKERS2**" for Steam).
22 | - Run the game once to generate a config file located at **\BepInEx\config\SoulHackers2Fix.cfg**
23 | - The first launch may take a little while as BepInEx does its magic.
24 |
25 | ### Linux
26 | - If you are running Linux (for example with the Steam Deck) then the game needs to have it's launch option changed to load BepInEx.
27 | - You can do this by going to the game properties in Steam and finding "LAUNCH OPTIONS".
28 | - Make sure the launch option is set to: ```WINEDLLOVERRIDES="winhttp=n,b" %command%```
29 |
30 | |  |
31 | |:--:|
32 | | Steam launch options. |
33 |
34 | ## Configuration
35 | - See the generated config file to adjust various aspects of the plugin.
36 |
37 | ## Known Issues
38 | Please report any issues you see.
39 | - Fullscreen exclusive for custom resolutions does not seem to work properly at the moment.
40 |
41 | ## Screenshots
42 | |  |
43 | |:--:|
44 | | Ultrawide pillarbox removal. |
45 |
46 | | 
47 | :-------------------------:|:-------------------------:
48 | Chromatic Aberration On | Chromatic Aberration Off
49 |
50 | ## Credits
51 | - [BepinEx](https://github.com/BepInEx/BepInEx) is licensed under the GNU Lesser General Public License v2.1.
52 |
--------------------------------------------------------------------------------
/BepInEx.cfg:
--------------------------------------------------------------------------------
1 | []
2 |
3 | UnityLogListening = false
4 |
5 | [Caching]
6 |
7 | ## Enable/disable assembly metadata cache
8 | ## Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.
9 | # Setting type: Boolean
10 | # Default value: true
11 | EnableAssemblyCache = true
12 |
13 | [Detours]
14 |
15 | ## The native provider to use for managed detours
16 | # Setting type: DetourProvider
17 | # Default value: Default
18 | # Acceptable values: Default, Dobby, Funchook
19 | DetourProviderType = Default
20 |
21 | [Harmony.Logger]
22 |
23 | ## Specifies which Harmony log channels to listen to.
24 | ## NOTE: IL channel dumps the whole patch methods, use only when needed!
25 | # Setting type: LogChannel
26 | # Default value: Warn, Error
27 | # Acceptable values: None, Info, IL, Warn, Error, Debug, All
28 | # Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
29 | LogChannels = Warn, Error
30 |
31 | [IL2CPP]
32 |
33 | ## Whether to run Il2CppInterop automatically to generate Il2Cpp support assemblies when they are outdated.
34 | ## If disabled assemblies in `BepInEx/interop` won't be updated between game or BepInEx updates!
35 | ##
36 | # Setting type: Boolean
37 | # Default value: true
38 | UpdateInteropAssemblies = true
39 |
40 | ## URL to the ZIP of managed Unity base libraries.
41 | ## The base libraries are used by Il2CppInterop to generate interop assemblies.
42 | ## The URL can include {VERSION} template which will be replaced with the game's Unity engine version.
43 | ##
44 | # Setting type: String
45 | # Default value: https://unity.bepinex.dev/libraries/{VERSION}.zip
46 | UnityBaseLibrariesSource = https://unity.bepinex.dev/libraries/{VERSION}.zip
47 |
48 | ## The RegEx string to pass to Il2CppAssemblyUnhollower for renaming obfuscated names.
49 | ## All types and members matching this RegEx will get a name based on their signature,
50 | ## resulting in names that persist after game updates.
51 | ##
52 | # Setting type: String
53 | # Default value:
54 | UnhollowerDeobfuscationRegex =
55 |
56 | ## If enabled, BepInEx will save dummy assemblies generated by an Cpp2IL dumper into BepInEx/dummy.
57 | # Setting type: Boolean
58 | # Default value: false
59 | DumpDummyAssemblies = false
60 |
61 | [Logging]
62 |
63 | ## Enables showing unity log messages in the BepInEx logging system.
64 | # Setting type: Boolean
65 | # Default value: true
66 | UnityLogListening = false
67 |
68 | [Logging.Console]
69 |
70 | ## Enables showing a console for log output.
71 | # Setting type: Boolean
72 | # Default value: true
73 | Enabled = false
74 |
75 | ## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
76 | # Setting type: Boolean
77 | # Default value: false
78 | PreventClose = false
79 |
80 | ## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
81 | # Setting type: Boolean
82 | # Default value: false
83 | ShiftJisEncoding = false
84 |
85 | ## Hints console manager on what handle to assign as StandardOut. Possible values:
86 | ## Auto - lets BepInEx decide how to redirect console output
87 | ## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
88 | ## StandardOut - prefer redirecting to standard output; if possible, closes console out
89 | ##
90 | # Setting type: ConsoleOutRedirectType
91 | # Default value: Auto
92 | # Acceptable values: Auto, ConsoleOut, StandardOut
93 | StandardOutType = Auto
94 |
95 | ## Which log levels to show in the console output.
96 | # Setting type: LogLevel
97 | # Default value: Fatal, Error, Warning, Message, Info
98 | # Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
99 | # Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
100 | LogLevels = Fatal, Error, Warning, Message, Info
101 |
102 | [Logging.Disk]
103 |
104 | ## Appends to the log file instead of overwriting, on game startup.
105 | # Setting type: Boolean
106 | # Default value: false
107 | AppendLog = false
108 |
109 | ## Enables writing log messages to disk.
110 | # Setting type: Boolean
111 | # Default value: true
112 | Enabled = true
113 |
114 | ## Only displays the specified log levels in the disk log output.
115 | # Setting type: LogLevel
116 | # Default value: Fatal, Error, Warning, Message, Info
117 | # Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
118 | # Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
119 | LogLevels = Fatal, Error, Warning, Message, Info
120 |
121 | ## If true, instantly writes any received log entries to disk.
122 | ## This incurs a major performance hit if a lot of log messages are being written, however it is really useful for debugging crashes.
123 | ##
124 | # Setting type: Boolean
125 | # Default value: false
126 | InstantFlushing = false
127 |
128 | ## The maximum amount of concurrent log files that will be written to disk.
129 | ## As one log file is used per open game instance, you may find it necessary to increase this limit when debugging multiple instances at the same time.
130 | ##
131 | # Setting type: Int32
132 | # Default value: 5
133 | ConcurrentFileLimit = 5
134 |
135 | ## Include unity log messages in log file output.
136 | # Setting type: Boolean
137 | # Default value: false
138 | WriteUnityLog = false
139 |
140 | [Preloader]
141 |
142 | ## Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.
143 | ## This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.
144 | # Setting type: MonoModBackend
145 | # Default value: auto
146 | # Acceptable values: auto, dynamicmethod, methodbuilder, cecil
147 | HarmonyBackend = auto
148 |
149 | ## If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.
150 | ## This can be used by developers to inspect and debug preloader patchers.
151 | # Setting type: Boolean
152 | # Default value: false
153 | DumpAssemblies = false
154 |
155 | ## If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.
156 | ## This can be used to be able to load patched assemblies into debuggers like dnSpy.
157 | ## If set to true, will override DumpAssemblies.
158 | # Setting type: Boolean
159 | # Default value: false
160 | LoadDumpedAssemblies = false
161 |
162 | ## If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.
163 | ## This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.
164 | # Setting type: Boolean
165 | # Default value: false
166 | BreakBeforeLoadAssemblies = false
167 |
168 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.rsuser
8 | *.suo
9 | *.user
10 | *.userosscache
11 | *.sln.docstates
12 |
13 | # User-specific files (MonoDevelop/Xamarin Studio)
14 | *.userprefs
15 |
16 | # Mono auto generated files
17 | mono_crash.*
18 |
19 | # Build results
20 | [Dd]ebug/
21 | [Dd]ebugPublic/
22 | [Rr]elease/
23 | [Rr]eleases/
24 | x64/
25 | x86/
26 | [Ww][Ii][Nn]32/
27 | [Aa][Rr][Mm]/
28 | [Aa][Rr][Mm]64/
29 | bld/
30 | [Bb]in/
31 | [Oo]bj/
32 | [Oo]ut/
33 | [Ll]og/
34 | [Ll]ogs/
35 |
36 | # Visual Studio 2015/2017 cache/options directory
37 | .vs/
38 | # Uncomment if you have tasks that create the project's static files in wwwroot
39 | #wwwroot/
40 |
41 | # Visual Studio 2017 auto generated files
42 | Generated\ Files/
43 |
44 | # MSTest test Results
45 | [Tt]est[Rr]esult*/
46 | [Bb]uild[Ll]og.*
47 |
48 | # NUnit
49 | *.VisualState.xml
50 | TestResult.xml
51 | nunit-*.xml
52 |
53 | # Build Results of an ATL Project
54 | [Dd]ebugPS/
55 | [Rr]eleasePS/
56 | dlldata.c
57 |
58 | # Benchmark Results
59 | BenchmarkDotNet.Artifacts/
60 |
61 | # .NET Core
62 | project.lock.json
63 | project.fragment.lock.json
64 | artifacts/
65 |
66 | # ASP.NET Scaffolding
67 | ScaffoldingReadMe.txt
68 |
69 | # StyleCop
70 | StyleCopReport.xml
71 |
72 | # Files built by Visual Studio
73 | *_i.c
74 | *_p.c
75 | *_h.h
76 | *.ilk
77 | *.meta
78 | *.obj
79 | *.iobj
80 | *.pch
81 | *.pdb
82 | *.ipdb
83 | *.pgc
84 | *.pgd
85 | *.rsp
86 | *.sbr
87 | *.tlb
88 | *.tli
89 | *.tlh
90 | *.tmp
91 | *.tmp_proj
92 | *_wpftmp.csproj
93 | *.log
94 | *.vspscc
95 | *.vssscc
96 | .builds
97 | *.pidb
98 | *.svclog
99 | *.scc
100 |
101 | # Chutzpah Test files
102 | _Chutzpah*
103 |
104 | # Visual C++ cache files
105 | ipch/
106 | *.aps
107 | *.ncb
108 | *.opendb
109 | *.opensdf
110 | *.sdf
111 | *.cachefile
112 | *.VC.db
113 | *.VC.VC.opendb
114 |
115 | # Visual Studio profiler
116 | *.psess
117 | *.vsp
118 | *.vspx
119 | *.sap
120 |
121 | # Visual Studio Trace Files
122 | *.e2e
123 |
124 | # TFS 2012 Local Workspace
125 | $tf/
126 |
127 | # Guidance Automation Toolkit
128 | *.gpState
129 |
130 | # ReSharper is a .NET coding add-in
131 | _ReSharper*/
132 | *.[Rr]e[Ss]harper
133 | *.DotSettings.user
134 |
135 | # TeamCity is a build add-in
136 | _TeamCity*
137 |
138 | # DotCover is a Code Coverage Tool
139 | *.dotCover
140 |
141 | # AxoCover is a Code Coverage Tool
142 | .axoCover/*
143 | !.axoCover/settings.json
144 |
145 | # Coverlet is a free, cross platform Code Coverage Tool
146 | coverage*.json
147 | coverage*.xml
148 | coverage*.info
149 |
150 | # Visual Studio code coverage results
151 | *.coverage
152 | *.coveragexml
153 |
154 | # NCrunch
155 | _NCrunch_*
156 | .*crunch*.local.xml
157 | nCrunchTemp_*
158 |
159 | # MightyMoose
160 | *.mm.*
161 | AutoTest.Net/
162 |
163 | # Web workbench (sass)
164 | .sass-cache/
165 |
166 | # Installshield output folder
167 | [Ee]xpress/
168 |
169 | # DocProject is a documentation generator add-in
170 | DocProject/buildhelp/
171 | DocProject/Help/*.HxT
172 | DocProject/Help/*.HxC
173 | DocProject/Help/*.hhc
174 | DocProject/Help/*.hhk
175 | DocProject/Help/*.hhp
176 | DocProject/Help/Html2
177 | DocProject/Help/html
178 |
179 | # Click-Once directory
180 | publish/
181 |
182 | # Publish Web Output
183 | *.[Pp]ublish.xml
184 | *.azurePubxml
185 | # Note: Comment the next line if you want to checkin your web deploy settings,
186 | # but database connection strings (with potential passwords) will be unencrypted
187 | *.pubxml
188 | *.publishproj
189 |
190 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
191 | # checkin your Azure Web App publish settings, but sensitive information contained
192 | # in these scripts will be unencrypted
193 | PublishScripts/
194 |
195 | # NuGet Packages
196 | *.nupkg
197 | # NuGet Symbol Packages
198 | *.snupkg
199 | # The packages folder can be ignored because of Package Restore
200 | **/[Pp]ackages/*
201 | # except build/, which is used as an MSBuild target.
202 | !**/[Pp]ackages/build/
203 | # Uncomment if necessary however generally it will be regenerated when needed
204 | #!**/[Pp]ackages/repositories.config
205 | # NuGet v3's project.json files produces more ignorable files
206 | *.nuget.props
207 | *.nuget.targets
208 |
209 | # Microsoft Azure Build Output
210 | csx/
211 | *.build.csdef
212 |
213 | # Microsoft Azure Emulator
214 | ecf/
215 | rcf/
216 |
217 | # Windows Store app package directories and files
218 | AppPackages/
219 | BundleArtifacts/
220 | Package.StoreAssociation.xml
221 | _pkginfo.txt
222 | *.appx
223 | *.appxbundle
224 | *.appxupload
225 |
226 | # Visual Studio cache files
227 | # files ending in .cache can be ignored
228 | *.[Cc]ache
229 | # but keep track of directories ending in .cache
230 | !?*.[Cc]ache/
231 |
232 | # Others
233 | ClientBin/
234 | ~$*
235 | *~
236 | *.dbmdl
237 | *.dbproj.schemaview
238 | *.jfm
239 | *.pfx
240 | *.publishsettings
241 | orleans.codegen.cs
242 |
243 | # Including strong name files can present a security risk
244 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
245 | #*.snk
246 |
247 | # Since there are multiple workflows, uncomment next line to ignore bower_components
248 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
249 | #bower_components/
250 |
251 | # RIA/Silverlight projects
252 | Generated_Code/
253 |
254 | # Backup & report files from converting an old project file
255 | # to a newer Visual Studio version. Backup files are not needed,
256 | # because we have git ;-)
257 | _UpgradeReport_Files/
258 | Backup*/
259 | UpgradeLog*.XML
260 | UpgradeLog*.htm
261 | ServiceFabricBackup/
262 | *.rptproj.bak
263 |
264 | # SQL Server files
265 | *.mdf
266 | *.ldf
267 | *.ndf
268 |
269 | # Business Intelligence projects
270 | *.rdl.data
271 | *.bim.layout
272 | *.bim_*.settings
273 | *.rptproj.rsuser
274 | *- [Bb]ackup.rdl
275 | *- [Bb]ackup ([0-9]).rdl
276 | *- [Bb]ackup ([0-9][0-9]).rdl
277 |
278 | # Microsoft Fakes
279 | FakesAssemblies/
280 |
281 | # GhostDoc plugin setting file
282 | *.GhostDoc.xml
283 |
284 | # Node.js Tools for Visual Studio
285 | .ntvs_analysis.dat
286 | node_modules/
287 |
288 | # Visual Studio 6 build log
289 | *.plg
290 |
291 | # Visual Studio 6 workspace options file
292 | *.opt
293 |
294 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
295 | *.vbw
296 |
297 | # Visual Studio LightSwitch build output
298 | **/*.HTMLClient/GeneratedArtifacts
299 | **/*.DesktopClient/GeneratedArtifacts
300 | **/*.DesktopClient/ModelManifest.xml
301 | **/*.Server/GeneratedArtifacts
302 | **/*.Server/ModelManifest.xml
303 | _Pvt_Extensions
304 |
305 | # Paket dependency manager
306 | .paket/paket.exe
307 | paket-files/
308 |
309 | # FAKE - F# Make
310 | .fake/
311 |
312 | # CodeRush personal settings
313 | .cr/personal
314 |
315 | # Python Tools for Visual Studio (PTVS)
316 | __pycache__/
317 | *.pyc
318 |
319 | # Cake - Uncomment if you are using it
320 | # tools/**
321 | # !tools/packages.config
322 |
323 | # Tabs Studio
324 | *.tss
325 |
326 | # Telerik's JustMock configuration file
327 | *.jmconfig
328 |
329 | # BizTalk build output
330 | *.btp.cs
331 | *.btm.cs
332 | *.odx.cs
333 | *.xsd.cs
334 |
335 | # OpenCover UI analysis results
336 | OpenCover/
337 |
338 | # Azure Stream Analytics local run output
339 | ASALocalRun/
340 |
341 | # MSBuild Binary and Structured Log
342 | *.binlog
343 |
344 | # NVidia Nsight GPU debugger configuration file
345 | *.nvuser
346 |
347 | # MFractors (Xamarin productivity tool) working folder
348 | .mfractor/
349 |
350 | # Local History for Visual Studio
351 | .localhistory/
352 |
353 | # BeatPulse healthcheck temp database
354 | healthchecksdb
355 |
356 | # Backup folder for Package Reference Convert tool in Visual Studio 2017
357 | MigrationBackup/
358 |
359 | # Ionide (cross platform F# VS Code tools) working folder
360 | .ionide/
361 |
362 | # Fody - auto-generated XML schema
363 | FodyWeavers.xsd
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/SoulHackers2Fix.cs:
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1 | using BepInEx;
2 | using BepInEx.Configuration;
3 | using BepInEx.Logging;
4 | using BepInEx.Unity.IL2CPP;
5 | using HarmonyLib;
6 |
7 | using UnityEngine;
8 | using UnityEngine.Rendering.Universal;
9 | using UnityEngine.UI;
10 |
11 | using AtLib.AtGraphics.AtImageEffect;
12 |
13 | namespace SH2Fix
14 | {
15 | [BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
16 | public class SH2 : BasePlugin
17 | {
18 | internal static new ManualLogSource Log;
19 |
20 | // Features
21 | public static ConfigEntry bUltrawideFixes;
22 | public static ConfigEntry bMovementFix;
23 | public static ConfigEntry fMovementFix;
24 |
25 | // Graphics
26 | public static ConfigEntry bDisableChromaticAberration;
27 | public static ConfigEntry iAnisotropicFiltering;
28 | public static ConfigEntry fLODBias;
29 | public static ConfigEntry fRenderScale;
30 |
31 | // Custom Resolution
32 | public static ConfigEntry bCustomResolution;
33 | public static ConfigEntry fDesiredResolutionX;
34 | public static ConfigEntry fDesiredResolutionY;
35 | public static ConfigEntry iWindowMode;
36 |
37 | // Aspect Ratio
38 | public static float DefaultAspectRatio = (float)16 / 9;
39 | public static float NewAspectRatio = (float)Screen.width / Screen.height; // This is only calculated on startup. Potential issue?
40 | public static float AspectMultiplier = NewAspectRatio / DefaultAspectRatio;
41 | public static float AspectDivider = DefaultAspectRatio / NewAspectRatio;
42 |
43 | public override void Load()
44 | {
45 | // Plugin startup logic
46 | Log = base.Log;
47 | Log.LogInfo($"Plugin {MyPluginInfo.PLUGIN_GUID} is loaded!");
48 |
49 | // Features
50 | bUltrawideFixes = Config.Bind("General",
51 | "UltrawideFixes",
52 | true,
53 | "Set to true to enable ultrawide UI fixes.");
54 |
55 | bMovementFix = Config.Bind("General",
56 | "MovementFix",
57 | true,
58 | "Set to true to fix player movement above 60fps.");
59 |
60 | fMovementFix = Config.Bind("General",
61 | "MovementFix.Value",
62 | (float)0f, // Game Default = 0.1f | Leave on 0 to auto calculate
63 | new ConfigDescription("Set player motion blend time. Lower values reduce the amount of time it takes to come to a stop after moving.\n" +
64 | "You can set this to 0 to have the fix calculate this automatically.\n" +
65 | "Game Default = 0.1",
66 | new AcceptableValueRange(0f, 10f)));
67 |
68 | // Graphics
69 | bDisableChromaticAberration = Config.Bind("Graphical Tweaks",
70 | "DisableChromaticAberration",
71 | false, // Default to false, maybe people like it.
72 | "Set to true to disable chromatic aberration effects.");
73 |
74 | iAnisotropicFiltering = Config.Bind("Graphical Tweaks",
75 | "AnisotropicFiltering.Value",
76 | (int)16,
77 | new ConfigDescription("Set Anisotropic Filtering level. Higher values improve clarity of textures at oblique angles.",
78 | new AcceptableValueRange(1, 16)));
79 |
80 | fLODBias = Config.Bind("Graphical Tweaks",
81 | "LODBias.Value",
82 | (float)1.5f, // Default = 1.5f
83 | new ConfigDescription("Set LOD Bias. Controls distance for level of detail switching.",
84 | new AcceptableValueRange(0.1f, 10f)));
85 |
86 | fRenderScale = Config.Bind("Graphical Tweaks",
87 | "RenderScale.Value",
88 | (float)100f, // Default = 100
89 | new ConfigDescription("Set Render Scale. Setting higher than 100 provides downsampling for much improved anti-aliasing.",
90 | new AcceptableValueRange(10f, 400f)));
91 |
92 | // Custom Resolution
93 | bCustomResolution = Config.Bind("Set Custom Resolution",
94 | "CustomResolution",
95 | true, // Enabled by default to fix the janky startup resolution.
96 | "Set to true to enable the custom resolution below.");
97 |
98 | fDesiredResolutionX = Config.Bind("Set Custom Resolution",
99 | "ResolutionWidth",
100 | (float)Display.main.systemWidth, // Set default to display width so we don't leave an unsupported resolution as default.
101 | "Set desired resolution width.");
102 |
103 | fDesiredResolutionY = Config.Bind("Set Custom Resolution",
104 | "ResolutionHeight",
105 | (float)Display.main.systemHeight, // Set default to display height so we don't leave an unsupported resolution as default.
106 | "Set desired resolution height.");
107 |
108 | iWindowMode = Config.Bind("Set Custom Resolution",
109 | "WindowMode",
110 | (int)1,
111 | new ConfigDescription("Set window mode. 1 = Borderless, 2 = Windowed.\nExclusive Fullscreen is broken at the moment.",
112 | new AcceptableValueRange(1, 2)));
113 |
114 | // Run UltrawidePatches
115 | if (bUltrawideFixes.Value)
116 | {
117 | Harmony.CreateAndPatchAll(typeof(UltrawidePatches));
118 | }
119 |
120 | // Run CustomResolutionPatches
121 | if (bCustomResolution.Value)
122 | {
123 | Harmony.CreateAndPatchAll(typeof(CustomResolutionPatches));
124 | }
125 |
126 | Harmony.CreateAndPatchAll(typeof(EffectPatches));
127 | Harmony.CreateAndPatchAll(typeof(MiscellaneousPatches));
128 |
129 | }
130 |
131 | [HarmonyPatch]
132 | public class UltrawidePatches
133 | {
134 | public static GameObject LetterboxingUp;
135 | public static GameObject LetterboxingDown;
136 | public static GameObject LetterboxingLeft;
137 | public static GameObject LetterboxingRight;
138 |
139 | public static bool bLetterboxPatchHasRun = false;
140 |
141 | // Set screen match mode when object has canvas scaler enabled
142 | [HarmonyPatch(typeof(CanvasScaler), nameof(CanvasScaler.OnEnable))]
143 | [HarmonyPostfix]
144 | public static void SetScreenMatchMode(CanvasScaler __instance)
145 | {
146 | if (NewAspectRatio > DefaultAspectRatio || NewAspectRatio < DefaultAspectRatio)
147 | {
148 | __instance.m_ScreenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
149 | }
150 | }
151 |
152 | // Letterboxing
153 | [HarmonyPatch(typeof(Game.UI.System.LetterBox), nameof(Game.UI.System.LetterBox.updateBlack))]
154 | [HarmonyPostfix]
155 | public static void DisableLetterboxing(Game.UI.System.LetterBox __instance)
156 | {
157 | if (!bLetterboxPatchHasRun)
158 | {
159 | LetterboxingUp = __instance.Up.gameObject;
160 | LetterboxingDown = __instance.Down.gameObject;
161 | LetterboxingLeft = __instance.Left.gameObject;
162 | LetterboxingRight = __instance.Right.gameObject;
163 |
164 | LetterboxingUp.gameObject.SetActive(false);
165 | LetterboxingDown.gameObject.SetActive(false);
166 | LetterboxingLeft.gameObject.SetActive(false);
167 | LetterboxingRight.SetActive(false);
168 |
169 | bLetterboxPatchHasRun = true;
170 | Log.LogInfo($"Disabled letterboxing.");
171 | }
172 | }
173 | }
174 |
175 | [HarmonyPatch]
176 | public class MiscellaneousPatches
177 | {
178 | public static bool bMovementLogHasRun = false;
179 |
180 | // Adjust graphics settings
181 | [HarmonyPatch(typeof(Game.Common.ConfigCtrl), nameof(Game.Common.ConfigCtrl.ApplyGraphicsSettings))]
182 | [HarmonyPostfix]
183 | public static void PostApplyGraphicsSettings()
184 | {
185 | var configData = Game.Common.ConfigCtrl.s_ConfigSystem2Data;
186 |
187 | // Anisotropic Filtering
188 | if (iAnisotropicFiltering.Value > 0)
189 | {
190 | Log.LogInfo($"Old: Anisotropic filtering = {QualitySettings.anisotropicFiltering}");
191 | QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
192 | Texture.SetGlobalAnisotropicFilteringLimits(iAnisotropicFiltering.Value, iAnisotropicFiltering.Value);
193 | Log.LogInfo($"New: Anisotropic filtering = {QualitySettings.anisotropicFiltering}. Value = {iAnisotropicFiltering.Value}");
194 | }
195 |
196 | // Render Scale
197 | if (fRenderScale.Value > 0f)
198 | {
199 | Log.LogInfo($"Old: Game RenderScale = {Game.Common.ConfigCtrl.GetRenderScale()}. URP m_RenderScale = {UniversalRenderPipeline.asset.m_RenderScale}");
200 | Game.Common.ConfigCtrl.SetRenderScale((int)fRenderScale.Value);
201 | UniversalRenderPipeline.asset.m_RenderScale = fRenderScale.Value / 100;
202 | Log.LogInfo($"New: Game RenderScale = {Game.Common.ConfigCtrl.GetRenderScale()}. URP m_RenderScale = {UniversalRenderPipeline.asset.m_RenderScale}");
203 | }
204 |
205 | // LOD Bias
206 | if (fLODBias.Value >= 0.1f)
207 | {
208 | Log.LogInfo($"Old: LODBias set to {fLODBias.Value}");
209 | QualitySettings.lodBias = fLODBias.Value; // Default = 1.5f
210 | Log.LogInfo($"New: LODBias set to {fLODBias.Value}");
211 | }
212 | Log.LogInfo("Applied custom settings.");
213 | }
214 |
215 | // Fix movement sliding
216 | [HarmonyPatch(typeof(MapNew.MapChara), nameof(MapNew.MapChara.SetActive))]
217 | [HarmonyPostfix]
218 | public static void FixSliding(MapNew.MapChara __instance)
219 | {
220 | if (bMovementFix.Value)
221 | {
222 | var global = MapNew.MapManager.GlobalSettings;
223 |
224 | if (fMovementFix.Value == 0f)
225 | {
226 | // Calculate motion blend time based on FPS cap.
227 | var currFPS = Game.Common.ConfigCtrl.GetFps() switch
228 | {
229 | Game.Common.eGameGraphicsFps.Free => Screen.currentResolution.refreshRate,
230 | Game.Common.eGameGraphicsFps.Fps30 => 30f,
231 | Game.Common.eGameGraphicsFps.Fps60 => 60f,
232 | Game.Common.eGameGraphicsFps.Fps75 => 75f,
233 | Game.Common.eGameGraphicsFps.Fps120 => 120f,
234 | Game.Common.eGameGraphicsFps.Fps144 => 144f,
235 | Game.Common.eGameGraphicsFps.Fps150 => 150f,
236 | Game.Common.eGameGraphicsFps.Max => Screen.currentResolution.refreshRate,
237 | _ => Screen.currentResolution.refreshRate,
238 | };
239 |
240 | float FPSDivider = (float)currFPS / (float)60; // Assuming default (0.1f) is for 60fps.
241 | global.m_Common.m_PlayerMoveMotionBlendTime = (float)0.1f / FPSDivider;
242 | if (!bMovementLogHasRun)
243 | {
244 | Log.LogInfo($"MovementFix: Automatic: currFPS = {currFPS}, PlayerMoveMotionBlendTime = {global.m_Common.m_PlayerMoveMotionBlendTime}.");
245 | bMovementLogHasRun = true;
246 | }
247 |
248 | }
249 | else if (fMovementFix.Value > 0f)
250 | {
251 | // Set to value defined in config.
252 | global.m_Common.m_PlayerMoveMotionBlendTime = fMovementFix.Value;
253 | if (!bMovementLogHasRun)
254 | {
255 | Log.LogInfo($"MovementFix: Manual: PlayerMoveMotionBlendTime = {global.m_Common.m_PlayerMoveMotionBlendTime}.");
256 | bMovementLogHasRun = true;
257 | }
258 |
259 | }
260 | }
261 | }
262 | }
263 |
264 | [HarmonyPatch]
265 | public class CustomResolutionPatches
266 | {
267 | // Apply Custom Resolution
268 | [HarmonyPatch(typeof(Game.Common.ConfigCtrl), nameof(Game.Common.ConfigCtrl.SetDisplayAndResolutionAll))]
269 | [HarmonyPrefix]
270 | public static bool ForceCustomResolution(ref bool __0, ref bool __1, ref bool __2, ref int __3, ref Game.Common.eGameGraphicsScreenModeSetting __4, ref int __5, ref int __6)
271 | {
272 | var screenMode = iWindowMode.Value switch
273 | {
274 | //1 => Game.Common.eGameGraphicsScreenModeSetting.ExclusiveFullScreen, // Exclusive Full Screen - Broken?
275 | 1 => Game.Common.eGameGraphicsScreenModeSetting.FullScreen, // Borderless
276 | 2 => Game.Common.eGameGraphicsScreenModeSetting.Window, // Windowed
277 | _ => Game.Common.eGameGraphicsScreenModeSetting.FullScreen, // Borderless
278 | };
279 |
280 | Log.LogInfo($"Custom Resolution: Old: SetDisplayAndResolutionAll: reso = {__0}, screen = {__1}, monitor = {__2}, monNum = {__3}, screenMode = {__4}, w = {__5}, h = {__6}");
281 | Game.Common.ConfigCtrl.SetResolutionW((int)fDesiredResolutionX.Value);
282 | Game.Common.ConfigCtrl.SetResolutionH((int)fDesiredResolutionY.Value);
283 | Game.Common.ConfigCtrl.SetScreenMode(screenMode);
284 | __5 = (int)fDesiredResolutionX.Value;
285 | __6 = (int)fDesiredResolutionY.Value;
286 | __4 = screenMode;
287 | Log.LogInfo($"Custom Resolution: New: SetDisplayAndResolutionAll: reso = {__0}, screen = {__1}, monitor = {__2}, monNum = {__3}, screenMode = {__4}, w = {__5}, h = {__6}");
288 | return true;
289 | }
290 | }
291 |
292 | [HarmonyPatch]
293 | public class EffectPatches
294 | {
295 | // Effect Toggles
296 | [HarmonyPatch(typeof(RpGraphics.RpImageEffectData), nameof(RpGraphics.RpImageEffectData.OnEnable))]
297 | [HarmonyPostfix]
298 | public static void EffectToggles()
299 | {
300 | var imageEffectManager = RpGraphics.RpGraphicsManager.GetImageEffectManager();
301 |
302 | if (bDisableChromaticAberration.Value)
303 | {
304 | AtGlitch.u_colorGap = 0;
305 | Log.LogInfo($"Glitch Effect: Set color gap to {AtGlitch.u_colorGap}");
306 | Log.LogInfo($"Vignette Effect: Renderer disabled");
307 | var vignetteRenderer = imageEffectManager.GetRenderer();
308 | vignetteRenderer.enabled = false;
309 | }
310 | }
311 | }
312 | }
313 | }
314 |
315 |
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