mirror of
https://github.com/bloxstraplabs/bloxstrap.git
synced 2025-04-18 16:41:36 -07:00
cleanup necessary namespaces and adjust namespaces for certain classes to better represent what they're for models, helpers and tools are all different and shouldnt really be under the same namespace
503 lines
24 KiB
C#
503 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using System.Linq;
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using System.Threading.Tasks;
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using IniParser;
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using IniParser.Model;
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using Bloxstrap.Models;
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namespace Bloxstrap.Integrations
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{
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public class ReShade
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{
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// i havent even started this and i know for a fact this is gonna be a mess of an integration lol
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// there's a lot of nuances involved in how reshade functionality is supposed to work (shader management, config management, etc)
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// it's gonna be a bit of a pain in the ass, and i'm expecting a lot of bugs to arise from this...
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// well, looks like v1.7.0 is gonna be held back for quite a while lol
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// also, this is going to be fairly restrictive without a lot of heavy work
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// reshade's official installer gives you a list of shader packs and lets you choose which ones you want to install
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// and here we're effectively choosing for the user... hm...
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// i mean, it should be fine? importing shaders is still gonna be a thing, though maybe not as simple, but most people would be looking to use extravi's presets anyway
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private static string BaseDirectory => Path.Combine(Directories.Integrations, "ReShade");
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private static string FontsFolder => Path.Combine(BaseDirectory, "Fonts");
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private static string PresetsFolder => Path.Combine(BaseDirectory, "Presets");
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private static string ShadersFolder => Path.Combine(BaseDirectory, "Shaders");
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private static string TexturesFolder => Path.Combine(BaseDirectory, "Textures");
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private static string ConfigLocation => Path.Combine(Directories.Modifications, "ReShade.ini");
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// the base url that we're fetching all our remote configs and resources and stuff from
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private const string BaseUrl = "https://raw.githubusercontent.com/Extravi/extravi.github.io/main/update";
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// this is a list of selectable shaders to download
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private static readonly List<ReShadeShaderConfig> Shaders = new()
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{
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// shaders required for extravi's presets:
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new ReShadeShaderConfig { Name = "AstrayFX", DownloadLocation = "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" },
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new ReShadeShaderConfig { Name = "Brussell", DownloadLocation = "https://github.com/brussell1/Shaders/archive/refs/heads/master.zip" },
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new ReShadeShaderConfig { Name = "Depth3D", DownloadLocation = "https://github.com/BlueSkyDefender/Depth3D/archive/refs/heads/master.zip" },
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new ReShadeShaderConfig { Name = "Glamarye", DownloadLocation = "https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade/archive/refs/heads/main.zip" },
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new ReShadeShaderConfig { Name = "NiceGuy", DownloadLocation = "https://github.com/mj-ehsan/NiceGuy-Shaders/archive/refs/heads/main.zip" },
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new ReShadeShaderConfig { Name = "prod80", DownloadLocation = "https://github.com/prod80/prod80-ReShade-Repository/archive/refs/heads/master.zip" },
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new ReShadeShaderConfig { Name = "qUINT", DownloadLocation = "https://github.com/martymcmodding/qUINT/archive/refs/heads/master.zip" },
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new ReShadeShaderConfig { Name = "StockLegacy", DownloadLocation = "https://github.com/crosire/reshade-shaders/archive/refs/heads/legacy.zip" },
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new ReShadeShaderConfig { Name = "SweetFX", DownloadLocation = "https://github.com/CeeJayDK/SweetFX/archive/refs/heads/master.zip" },
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// these ones needs some additional configuration
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new ReShadeShaderConfig
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{
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Name = "Stock",
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DownloadLocation = "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip",
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ExcludedFiles = new List<string>()
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{
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// overriden by stormshade
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"Shaders/MXAO.fx"
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}
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},
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new ReShadeShaderConfig
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{
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Name = "AlucardDH",
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DownloadLocation = "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip",
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ExcludedFiles = new List<string>()
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{
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// compiler errors
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// dh_Lain only errors when performance mode is disabled, but it's not used by any presets anyway
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"Shaders/dh_rtgi.fx",
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"Shaders/dh_Lain.fx"
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}
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},
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new ReShadeShaderConfig
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{
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Name = "Stormshade",
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DownloadLocation = "https://github.com/cyrie/Stormshade/archive/refs/heads/master.zip",
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BaseFolder = "reshade-shaders/",
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ExcludedFiles = new List<string>()
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{
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// these file names conflict with effects in the stock reshade config
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"Shaders/AmbientLight.fx",
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"Shaders/Clarity.fx",
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"Shaders/DOF.fx",
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"Shaders/DPX.fx",
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"Shaders/FilmGrain.fx",
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"Shaders/FineSharp.fx",
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"Shaders/FXAA.fx",
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"Shaders/FXAA.fxh",
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"Shaders/LumaSharpen.fx",
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//"Shaders/MXAO.fx",
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"Shaders/ReShade.fxh",
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"Shaders/Vibrance.fx",
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"Shaders/Vignette.fx"
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}
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},
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};
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private static readonly string[] ExtraviPresetsShaders = new string[]
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{
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"AlucardDH",
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"Brussell",
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"AstrayFX",
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"Brussell",
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"Depth3D",
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"Glamarye",
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"NiceGuy",
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"prod80",
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"qUINT",
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"StockLegacy",
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"Stormshade",
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"SweetFX",
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};
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private static string GetSearchPath(string type, string name)
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{
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return $",..\\..\\Integrations\\ReShade\\{type}\\{name}";
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}
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public static async Task DownloadConfig()
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{
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App.Logger.WriteLine("[ReShade::DownloadConfig] Downloading/Upgrading config file...");
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{
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byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/config.zip");
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using MemoryStream zipStream = new(bytes);
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using ZipArchive archive = new(zipStream);
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archive.Entries.First(x => x.FullName == "ReShade.ini").ExtractToFile(ConfigLocation, true);
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// when we extract the file we have to make sure the last modified date is overwritten
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// or else it will synchronize with the config in the version folder
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// really the config adjustments below should do this for us, but this is just to be safe
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File.SetLastWriteTime(ConfigLocation, DateTime.Now);
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// we also gotta download the editor fonts
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foreach (ZipArchiveEntry entry in archive.Entries.Where(x => x.FullName.EndsWith(".ttf")))
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entry.ExtractToFile(Path.Combine(FontsFolder, entry.FullName), true);
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}
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// now we have to adjust the config file to use the paths that we need
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// some of these can be removed later when the config file is better adjusted for bloxstrap by default
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FileIniDataParser parser = new();
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IniData data = parser.ReadFile(ConfigLocation);
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data["GENERAL"]["EffectSearchPaths"] = "..\\..\\Integrations\\ReShade\\Shaders";
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data["GENERAL"]["TextureSearchPaths"] = "..\\..\\Integrations\\ReShade\\Textures";
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data["GENERAL"]["PresetPath"] = data["GENERAL"]["PresetPath"].Replace(".\\reshade-presets\\", "..\\..\\Integrations\\ReShade\\Presets\\");
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//data["SCREENSHOT"]["SavePath"] = "..\\..\\ReShade\\Screenshots";
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data["SCREENSHOT"]["SavePath"] = Path.Combine(Directories.MyPictures, "Roblox-ReShade");
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data["STYLE"]["EditorFont"] = data["STYLE"]["EditorFont"].Replace(".\\", "..\\..\\Integrations\\ReShade\\Fonts\\");
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data["STYLE"]["Font"] = data["STYLE"]["Font"].Replace(".\\", "..\\..\\Integrations\\ReShade\\Fonts\\");
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// add search paths for shaders and textures
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foreach (string name in Directory.GetDirectories(ShadersFolder).Select(x => Path.GetRelativePath(ShadersFolder, x)).ToArray())
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data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name);
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foreach (string name in Directory.GetDirectories(TexturesFolder).Select(x => Path.GetRelativePath(TexturesFolder, x)).ToArray())
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data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
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parser.WriteFile(ConfigLocation, data);
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}
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public static void SynchronizeConfigFile()
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{
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] Synchronizing configuration file...");
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// yeah, this is going to be a bit of a pain
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// keep in mind the config file is going to be in two places: the mod folder and the version folder
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// so we have to make sure the two below scenaros work flawlessly:
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// - if the user manually updates their reshade config in the mod folder or it gets updated, it must be copied to the version folder
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// - if the user updates their reshade settings ingame, the updated config must be copied to the mod folder
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// the easiest way to manage this is to just compare the modification dates of the two
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// anyway, this is where i'm expecting most of the bugs to arise from
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// config synchronization will be done whenever roblox updates or whenever we launch roblox
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string modFolderConfigPath = ConfigLocation;
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string versionFolderConfigPath = Path.Combine(Directories.Versions, App.State.Prop.VersionGuid, "ReShade.ini");
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// we shouldn't be here if the mod config doesn't already exist
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if (!File.Exists(modFolderConfigPath))
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{
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] ReShade.ini in modifications folder does not exist, aborting sync");
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return;
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}
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// copy to the version folder if it doesn't already exist there
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if (!File.Exists(versionFolderConfigPath))
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{
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] ReShade.ini in version folder does not exist, synchronized with modifications folder");
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File.Copy(modFolderConfigPath, versionFolderConfigPath);
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}
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// if both the mod and version configs match, then we don't need to do anything
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if (Utilities.MD5File(modFolderConfigPath) == Utilities.MD5File(versionFolderConfigPath))
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{
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] ReShade.ini in version and modifications folder match");
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return;
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}
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FileInfo modFolderConfigFile = new(modFolderConfigPath);
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FileInfo versionFolderConfigFile = new(versionFolderConfigPath);
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if (modFolderConfigFile.LastWriteTime > versionFolderConfigFile.LastWriteTime)
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{
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// overwrite version config if mod config was modified most recently
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] ReShade.ini in version folder is older, synchronized with modifications folder");
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File.Copy(modFolderConfigPath, versionFolderConfigPath, true);
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}
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else if (versionFolderConfigFile.LastWriteTime > modFolderConfigFile.LastWriteTime)
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{
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// overwrite mod config if version config was modified most recently
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App.Logger.WriteLine($"[ReShade::SynchronizeConfigFile] ReShade.ini in modifications folder is older, synchronized with version folder");
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File.Copy(versionFolderConfigPath, modFolderConfigPath, true);
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}
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}
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public static async Task DownloadShaders(string name)
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{
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ReShadeShaderConfig config = Shaders.First(x => x.Name == name);
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// not all shader packs have a textures folder, so here we're determining if they exist purely based on if they have a Shaders folder
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if (Directory.Exists(Path.Combine(ShadersFolder, name)))
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return;
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App.Logger.WriteLine($"[ReShade::DownloadShaders] Downloading shaders for {name}");
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{
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byte[] bytes = await App.HttpClient.GetByteArrayAsync(config.DownloadLocation);
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using MemoryStream zipStream = new(bytes);
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using ZipArchive archive = new(zipStream);
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foreach (ZipArchiveEntry entry in archive.Entries)
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{
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if (entry.FullName.EndsWith('/') || !entry.FullName.Contains(config.BaseFolder))
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continue;
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// github branch zips have a root folder of the name of the branch, so let's just remove that
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string fullPath = entry.FullName.Substring(entry.FullName.IndexOf(config.BaseFolder) + config.BaseFolder.Length);
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// skip file if it's not in the Shaders or Textures folder
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if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures"))
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continue;
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if (config.ExcludedFiles.Contains(fullPath))
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continue;
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// and now we do it again because of how we're handling folder management
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// e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx
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// so in this case, relativePath should just be "Vignette.fx"
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string relativePath = fullPath.Substring(fullPath.IndexOf('/') + 1);
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// now we stitch it all together
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string extractionPath = Path.Combine(
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BaseDirectory,
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fullPath.StartsWith("Shaders") ? "Shaders" : "Textures",
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name,
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relativePath
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);
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// make sure the folder that we're extracting it to exists
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Directory.CreateDirectory(Path.GetDirectoryName(extractionPath)!);
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// and now extract
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await Task.Run(() => entry.ExtractToFile(extractionPath));
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}
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}
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// now we have to update ReShade.ini and add the installed shaders to the search paths
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FileIniDataParser parser = new();
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IniData data = parser.ReadFile(ConfigLocation);
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if (!data["GENERAL"]["EffectSearchPaths"].Contains(name))
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data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name);
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// not every shader pack has a textures folder
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if (Directory.Exists(Path.Combine(TexturesFolder, name)) && !data["GENERAL"]["TextureSearchPaths"].Contains(name))
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data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
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parser.WriteFile(ConfigLocation, data);
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}
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public static void DeleteShaders(string name)
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{
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App.Logger.WriteLine($"[ReShade::DeleteShaders] Deleting shaders for {name}");
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string shadersPath = Path.Combine(ShadersFolder, name);
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string texturesPath = Path.Combine(TexturesFolder, name);
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if (Directory.Exists(shadersPath))
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Directory.Delete(shadersPath, true);
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if (Directory.Exists(texturesPath))
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Directory.Delete(texturesPath, true);
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if (!File.Exists(ConfigLocation))
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return;
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// now we have to update ReShade.ini and remove the installed shaders from the search paths
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FileIniDataParser parser = new();
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IniData data = parser.ReadFile(ConfigLocation);
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string shaderSearchPaths = data["GENERAL"]["EffectSearchPaths"];
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string textureSearchPaths = data["GENERAL"]["TextureSearchPaths"];
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if (shaderSearchPaths.Contains(name))
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{
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string searchPath = GetSearchPath("Shaders", name);
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if (shaderSearchPaths.Contains(searchPath))
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data["GENERAL"]["EffectSearchPaths"] = shaderSearchPaths.Remove(shaderSearchPaths.IndexOf(searchPath), searchPath.Length);
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}
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if (textureSearchPaths.Contains(name))
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{
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string searchPath = GetSearchPath("Textures", name);
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if (textureSearchPaths.Contains(searchPath))
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data["GENERAL"]["TextureSearchPaths"] = textureSearchPaths.Remove(textureSearchPaths.IndexOf(searchPath), searchPath.Length);
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}
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parser.WriteFile(ConfigLocation, data);
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}
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public static async Task InstallExtraviPresets()
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{
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App.Logger.WriteLine("[ReShade::InstallExtraviPresets] Installing Extravi's presets...");
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foreach (string name in ExtraviPresetsShaders)
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await DownloadShaders(name);
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byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/reshade-presets.zip");
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using MemoryStream zipStream = new(bytes);
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using ZipArchive archive = new(zipStream);
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foreach (ZipArchiveEntry entry in archive.Entries)
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{
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if (entry.FullName.EndsWith('/'))
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continue;
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// remove containing folder
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string filename = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
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await Task.Run(() => entry.ExtractToFile(Path.Combine(PresetsFolder, filename), true));
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}
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}
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public static void UninstallExtraviPresets()
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{
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if (!Directory.Exists(PresetsFolder))
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return;
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App.Logger.WriteLine("[ReShade::UninstallExtraviPresets] Uninstalling Extravi's ReShade presets...");
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FileInfo[] presets = new DirectoryInfo(PresetsFolder).GetFiles();
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foreach (FileInfo preset in presets)
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{
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if (preset.Name.StartsWith("Extravi"))
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preset.Delete();
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}
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foreach (string name in ExtraviPresetsShaders)
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DeleteShaders(name);
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}
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public static async Task CheckModifications()
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{
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App.Logger.WriteLine("[ReShade::CheckModifications] Checking ReShade modifications...");
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string injectorLocation = Path.Combine(Directories.Modifications, "dxgi.dll");
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if (!App.Settings.Prop.UseReShadeExtraviPresets && !string.IsNullOrEmpty(App.State.Prop.ExtraviReShadePresetsVersion))
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{
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if (Utilities.CheckIfRobloxRunning())
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return;
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UninstallExtraviPresets();
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App.State.Prop.ExtraviReShadePresetsVersion = "";
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App.State.Save();
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}
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if (!App.Settings.Prop.UseReShade)
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{
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if (Utilities.CheckIfRobloxRunning())
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return;
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App.Logger.WriteLine("[ReShade::CheckModifications] ReShade is not enabled");
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// we should already be uninstalled
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// we want to ensure this is done one-time only as this could possibly interfere with other rendering hooks using dxgi.dll
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if (string.IsNullOrEmpty(App.State.Prop.ReShadeConfigVersion))
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return;
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App.Logger.WriteLine("[ReShade::CheckModifications] Uninstalling ReShade...");
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// delete any stock config files
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File.Delete(injectorLocation);
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File.Delete(ConfigLocation);
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if (Directory.Exists(BaseDirectory))
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Directory.Delete(BaseDirectory, true);
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App.State.Prop.ReShadeConfigVersion = "";
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App.State.Save();
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return;
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}
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// the version manfiest contains the version of reshade available for download and the last date the presets were updated
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var versionManifest = await Utilities.GetJson<ReShadeVersionManifest>("https://raw.githubusercontent.com/Extravi/extravi.github.io/main/update/version.json");
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bool shouldFetchReShade = false;
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bool shouldFetchConfig = false;
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if (!File.Exists(injectorLocation))
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{
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shouldFetchReShade = true;
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}
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else if (versionManifest is not null)
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{
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// check if an update for reshade is available
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FileVersionInfo injectorVersionInfo = FileVersionInfo.GetVersionInfo(injectorLocation);
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if (injectorVersionInfo.ProductVersion != versionManifest.ReShade)
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shouldFetchReShade = true;
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// UPDATE CHECK - if we're upgrading to reshade 5.7.0, or we have extravi's presets
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// enabled with a known shader downloaded (like AlucardDH) but without stormshade downloaded (5.7.0+ specific),
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// we need to redownload all our shaders fresh
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if (
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injectorVersionInfo.ProductVersion != versionManifest.ReShade && versionManifest.ReShade == "5.7.0" ||
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App.Settings.Prop.UseReShadeExtraviPresets && Directory.Exists(Path.Combine(ShadersFolder, "AlucardDH")) && !Directory.Exists(Path.Combine(ShadersFolder, "Stormshade"))
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)
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{
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Directory.Delete(ShadersFolder, true);
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Directory.Delete(TexturesFolder, true);
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App.State.Prop.ExtraviReShadePresetsVersion = "";
|
|
App.Logger.WriteLine("[ReShade::CheckModifications] Upgrading to ReShade 5.7.0 - redownloading all shaders!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
App.Logger.WriteLine("[ReShade::CheckModifications] versionManifest is null!");
|
|
}
|
|
|
|
// we're about to download - initialize directories
|
|
Directory.CreateDirectory(BaseDirectory);
|
|
Directory.CreateDirectory(FontsFolder);
|
|
Directory.CreateDirectory(ShadersFolder);
|
|
Directory.CreateDirectory(TexturesFolder);
|
|
Directory.CreateDirectory(PresetsFolder);
|
|
|
|
// check if we should download a fresh copy of the config
|
|
// extravi may need to update the config ota, in which case we'll redownload it
|
|
if (!File.Exists(ConfigLocation) || versionManifest is not null && App.State.Prop.ReShadeConfigVersion != versionManifest.ConfigFile)
|
|
shouldFetchConfig = true;
|
|
|
|
if (shouldFetchReShade)
|
|
{
|
|
App.Logger.WriteLine("[ReShade::CheckModifications] Installing/Upgrading ReShade...");
|
|
|
|
{
|
|
byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/dxgi.zip");
|
|
using MemoryStream zipStream = new(bytes);
|
|
using ZipArchive archive = new(zipStream);
|
|
archive.ExtractToDirectory(Directories.Modifications, true);
|
|
}
|
|
}
|
|
|
|
if (shouldFetchConfig)
|
|
{
|
|
await DownloadConfig();
|
|
|
|
if (versionManifest is not null)
|
|
{
|
|
App.State.Prop.ReShadeConfigVersion = versionManifest.ConfigFile;
|
|
App.State.Save();
|
|
}
|
|
}
|
|
|
|
await DownloadShaders("Stock");
|
|
|
|
if (App.Settings.Prop.UseReShadeExtraviPresets && App.State.Prop.ExtraviReShadePresetsVersion != versionManifest!.Presets)
|
|
{
|
|
await InstallExtraviPresets();
|
|
App.State.Prop.ExtraviReShadePresetsVersion = versionManifest.Presets;
|
|
App.State.Save();
|
|
}
|
|
|
|
SynchronizeConfigFile();
|
|
}
|
|
}
|
|
}
|