jonschz
jonschz
> In other words, it is essentially synonymous with forking and applying a custom patch for use. I agree with that. If all the downstream code we break is code...
> I recognize that there are (other than `ISequentialStream`'s `RemoteRead`) methods that must be overriden because the codebase generated by `codegenerator` is not usable as is. I am sure that...
Good point, I'll double-check with LEGO1. So far I had only looked at BETA10, which did improve significantly.
I looked again and finally got it to an effective match on LEGO1, with roughly 55 % and a full structural match on BETA10.
I took a closer look, might open a PR, keeping this comment for reference. All those not mentioned are improved by the address swap. - [x] `LegoAnimationManager::FUN_10062650`: This can be...
Maybe also to clear up some confusion: The same code always produces the same binary (maybe up to insignificant timestamps). The actual problem is that code changes in one place...
fine with me
Just to be sure I got this right: - You saw the memory leak when using modded assets with both the original and recompiled binary? - You didn't test whether...
I'd still be interested in contributing here. Would it still be worth polishing #591, or is this a good time to start working on a PR against `main`?