Consolidates two standalone Railroader mods into one UMM "everything mod" with an optional-module framework. Modules are disabled by default and toggled per-module from the S3 settings page. Core framework: - IModule contract plus ModuleRegistry, with each module owning a Harmony instance scoped by its id so only enabled modules patch the game - Per-module flat JSON settings (SettingsStore). On this Mono runtime JsonUtility silently drops nested custom-class fields, so settings stay flat - Foldout-per-module settings panel plus a detector that offers to disable the old standalone mods if they are still installed Modules (moved over to parity, verified in-game): - Physics Optimizer (was RailroaderPhysicsOverhaul): LOD fast-path and auto-freeze, profiler overlay, debug car tinting, /rpf console commands - Map Popout (was RRPopout): native map detach window. Pure-UMM install that drops the winhttp proxy and LoadLibrary's RRPopout.dll from the mod folder. Native Win32 + D3D11 + Dear ImGui engine included. Fixes a latent break where the now-private MapBuilder.UpdateForZoom() is reached via Traverse. Build: dotnet for the managed assembly (netstandard2.1) and CMake for the native DLL. build-local.ps1 installs into the game, build-release.ps1 packages the UMM drag-install zip.
15 lines
559 B
C
15 lines
559 B
C
#pragma once
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#include "popout_window.h"
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// Called from exports.cpp (render thread only)
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void Renderer_OnDeviceInit(ID3D11Device* device);
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void Renderer_OnDeviceShutdown();
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// Creates/recreates the swapchain for a window. Safe to call from render thread.
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bool Renderer_EnsureSwapchain(PopoutWindow* win);
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// Releases swapchain resources. Called from WM_DESTROY on the pump thread.
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void Renderer_ReleaseSwapchain(PopoutWindow* win);
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// Blits pendingTexture into the swapchain and calls Present. Render thread only.
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void Renderer_Present(PopoutWindow* win);
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