| Age | Commit message (Collapse) | Author |
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Expose the proxy DLL rename as a user-selectable option across all
injection paths. Previously hardcoded to dxgi.dll with no way to
change it short of manually prepending DLL=<name> to the Steam launch
option.
src/utils/constants.ts
- Add PROXY_DLL_OPTIONS (7 entries matching _create_renamed_copies)
each with a label and one-line hint
- Add DEFAULT_PROXY_DLL constant (dxgi.dll) and ProxyDllValue type
src/api/index.ts
- runManualPatch now takes [directory, dll_name] so the chosen name
reaches the backend
src/components/OptiScalerControls.tsx
- Own dllName state (default: dxgi.dll)
- Render a DropdownItem (visible when installed) showing the 7 options
with the selected option's hint as the description
- Pass dllName down to both ClipboardCommands and ManualPatchControls
src/components/ClipboardCommands.tsx
- Accept dllName prop
- Patch command is plain ~/fgmod/fgmod %command% for the default;
prefixed DLL=<name> ~/fgmod/fgmod %command% for any other choice
src/components/CustomPathOverride.tsx
- Accept dllName prop
- Pass it to runManualPatch
- Manual launch cmd clipboard button builds
WINEDLLOVERRIDES="<stem>=n,b" dynamically; emits bare
SteamDeck=0 %command% for OptiScaler.asi (ASI loader path needs no
Wine DLL override)
main.py
- Add VALID_DLL_NAMES set (whitelist matching the renames dir)
- manual_patch_directory validates dll_name against the whitelist and
returns an error for unknown values
- _manual_patch_directory_impl accepts dll_name param; removes the
hardcoded "dxgi.dll" line
defaults/assets/fgmod.sh
- Fix longstanding bug: WINEDLLOVERRIDES was hardcoded to dxgi=n,b
regardless of the DLL= env var selection. Now derives the stem from
$dll_name and skips the override entirely for .asi files.
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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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- package.json: point remote_binary at official optiscaler/OptiScaler
v0.9 release (Optiscaler_0.9.0-final.20260401._AF.7z) with updated
sha256 hash; drop staging-repo pre11 URL
- main.py (_modify_optiscaler_ini): FGType was split into FGInput +
FGOutput in the final release INI; replace the old FGType=nukems
substitution with FGInput=nukems and FGOutput=nukems so defaults are
actually applied
- main.py (_manual_patch_directory_impl): copy D3D12_Optiscaler/
directory to the game folder (OptiScaler.ini explicitly requires it
next to the exe for FSR4/FidelityFX DX12 path)
- main.py (_manual_unpatch_directory_impl): remove D3D12_Optiscaler/
directory when cleaning a game folder
- fgmod.sh: cp -r D3D12_Optiscaler/ to game folder during launch-time
install, matching the per-game patch behaviour above
- Scrub stale pre3/pre4/pre11 references from comments throughout
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# Conflicts:
# defaults/assets/fgmod.sh
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Fix Steam process tracking - remove exec and filter -- separators
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Steam process tracking requires:
1. Remove 'exec' from command execution (use direct call)
2. Filter out leading -- separators from launch options
3. Add trailing space to sed command (Lutris fix)
Applied to defaults/assets/fgmod.sh
Credit: https://github.com/benjamimgois/goverlay/commit/72d38b10a7710e628fef731eb4f9f335a4d80bd2
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upgrading
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for extended spoofing
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Added Exe path detection for games added as steam shortcut in lutris
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* rm flatpak function, rm legacy script
* feat: add warning modal on copy button
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linked (#113)
* initial implementation of proper optiscaler nightly statically linked
* default ini to nukems on mod dir install
* description tweaks
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processes
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correctly (#28)
* Changed all paths to use environment variables from decky as base paths
* Remove alwaysRender from front-end so setInterval does not run in the
background during a game session
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