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I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable.
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I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them.
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After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up.
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So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.
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I finally got the bugs fixed and after a long time of debugging I was able to fix the folder error. I still have a ton of bugs to fix, but the folder one was the hardest one so far.
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We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg.
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So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.
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I just finished quality checking the whole app and it is kinda buggy in some places so I decided to write it all down. I want to address these bugs before I work on more features, as well as documenting the code and the Bitwarden/Vaultwarden API. Vaultwarden API is a mess of the old and new Bitwarden API. Anyway I caught a ton of bugs that I will address before finishing off WebSockets.
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I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.