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jesterret/DBDPakTrack 7

Repository tracking file changes in Dead By Daylight Pak file.

jesterret/UE4View 4

FAR Manager plugin, written in .NET using FarNet platform. Aims to help with inspecting, unpacking and deserializing Unreal Engine 4 files.

jesterret/CinemaChecker 1

Telegram Messenger bot interacting with cinema-city.pl

jesterret/Win7TaskBarManager 1

Project using undocumented windows 7 x64 structures to manipulate TaskBar icons and access media buttons.

jesterret/ApartamentBotCore 0

.NET Core version of Telegram Apartament Bot

jesterret/csgo 0

Counter Strike Global Offensive Config Files

jesterret/DBD-API 0

Dead By Daylight API

jesterret/DeadByDaylightPAKTracker 0

A repository for tracking changes in .pak file of Dead by Daylight

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4.2.1

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4.2.0

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issue openedUETools/UETools

[FEATURE] Improvement of deserialization with use of ref struct serializer.

Describe what is the purpose of the feature.
Since serialization is made purely synchronously, it could be optimized with use of ref struct as an FArchive replacement.
It itself comes with constraints, but it might be worth the performance

Additional context
Benchmarking on (limited) use of it shows the ref struct version executes much faster.


BenchmarkDotNet=v0.12.1, OS=Windows 10.0.19041.450 (2004/?/20H1)
AMD Ryzen 9 3900X, 1 CPU, 24 logical and 12 physical cores
.NET Core SDK=3.1.401
  [Host]  : .NET Core 3.1.7 (CoreCLR 4.700.20.36602, CoreFX 4.700.20.37001), X64 RyuJIT
  LongRun : .NET Core 3.1.7 (CoreCLR 4.700.20.36602, CoreFX 4.700.20.37001), X64 RyuJIT

Job=LongRun  IterationCount=100  LaunchCount=3  
WarmupCount=15  

Method Mean Error StdDev Median Ratio Rank Gen 0 Gen 1 Gen 2 Allocated
FArchive 1,868.8 μs 4.68 μs 23.45 μs 1,879.4 μs 1.00 2 199.2188 199.2188 199.2188 626.41 KB
RefStructArchive 663.9 μs 3.13 μs 15.67 μs 671.0 μs 0.36 1 199.2188 199.2188 199.2188 625.05 KB

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Move to .netstandard(2.1 for now) to make it compatible with more framework versions.

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PR opened Nexure/DBD-API

Upgraded UETools for support of upcoming DBD 4.2.0

Added support for UE4 4.25, used by upcoming DBD release. Didn't see any differences in read data after change of CustomizationItemDB retrieval.

+17 -15

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Upgraded UETools for support of upcoming DBD 4.2.0

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Dead By Daylight API

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Fix spacing on project files.

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startedBerkanYildiz/Driver.NET

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Upgrade netcore to 3.1

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FArchive refactor to enable code reuse for both serialization and deserialization process + some small bugfixes

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Unreal 4.25 support

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Renamed Serialize argument to be consistent for serialization and deserialization.

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Update Readme

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Update Readme

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Renamed Serialize argument to be consistent for serialization and deserialization.

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Unreal 4.25 support

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FArchive refactor to enable code reuse for both serialization and deserialization process + some small bugfixes

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4.2.0 PTB

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branch : develop

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Don't output stuff to console for people...

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4.1.2

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4.1.0 Hotfix

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issue commentUETools/UETools

[FEATURE] Push package to Nuget

Done!

Nexure

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issue closedUETools/UETools

[FEATURE] Push package to Nuget

Describe what is the purpose of the feature. Could we possibly make the package more available and easy to use by hosting it on nuget?

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Nexure

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Updated nuget package descriptions

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Fixed rare bug with asset decompression. Cleaned up github action

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Merge branch 'master' of github.com:UETools/UETools

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Removed unused package reference.

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issue commentjesterret/SteamUserAuthToken

How did you reverse the parameters for the auth ticket?

Hi, first of all, thanks for interest. To be honest, since all those parameters are completely optional and not verified by steam for correctness,, I didn't spend too much time figuring them out. I based my implementation on multiple sources, among them1 2, all using difference between server time and local time. Your question made me look for some more information, and I've looked into decompiled code (found version with more reversed names someone uploaded here) and what they actually put there is Plat_MSTime(), which is just QueryPerformanceFrequency call (on windows obv, just anything that get's timestamp, so Stopwatch.GetTimestamp() should pass), and since it's only sending lower part, it might as well be returning random values. Also, from my testing the localip is sometimes included, but I cba to dig for hours for the conditions of something that's optional. Notable difference from the code linked is now they send hash of the ip instead of actual ip, hashing code below, seems to be based on murmurhash.

Call to CancelAuthTicket, is basically the same as SendTickets, but with the ticket in question removed, so I'll try to get it done soon, at the moment I'm busy with other project for a while

Thordin

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4.0.2

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