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authorxXJSONDeruloXx <danielhimebauch@gmail.com>2026-04-03 09:43:16 -0400
committerxXJSONDeruloXx <danielhimebauch@gmail.com>2026-04-03 09:43:16 -0400
commitd1ce48eba2a38909f33df965ab672249156dc47d (patch)
tree3f2fd92532066065cd5131e4d83e27f5855e6df9 /src/api/index.ts
parentbb35f18ccf17437ee484f92319da314164b4499b (diff)
downloadDecky-Framegen-d1ce48eba2a38909f33df965ab672249156dc47d.tar.gz
Decky-Framegen-d1ce48eba2a38909f33df965ab672249156dc47d.zip
fix: migrate per-game FGType → FGInput/FGOutput on patch and launch
Already-patched games have OptiScaler.ini entries using the old FGType key (e.g. FGType=nukems). The v0.9-final DLL no longer recognises FGType and silently falls back to nofg, breaking frame gen without any error. Add _migrate_optiscaler_ini() in main.py which: - detects FGType=<value> in a per-game INI - if FGInput is absent: replaces the single FGType line with both FGInput=<value> and FGOutput=<value> - if FGInput is already present (INI already migrated): just drops the stale FGType line - is a no-op when FGType is not present (fresh installs, already migrated) Call the migration from _manual_patch_directory_impl immediately before _disable_hq_font_auto so any re-patch via the GUI heals the INI. Mirror the same logic in fgmod.sh so that games using the launch wrapper are migrated automatically on the very next launch, with no manual re-patch required.
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