Build DEBUG14 without forced D3D9 reset

This commit is contained in:
2026-08-28 20:28:30 +02:00
parent 4acbd4e965
commit 9c536db53c
+2 -1
View File
@@ -137,6 +137,7 @@ jobs:
'endscene_ours',
'dip_ours',
'reset_ours',
'DEBUG14: do NOT force a D3D9 Reset here.',
):
if required not in outline:
raise SystemExit(f"Missing Outline callback/native wrapper ABI piece: {required}")
@@ -215,7 +216,7 @@ jobs:
cat > package/README_TEST.txt <<'EOF'
WeirdUtils Safe Standalone Core Test V8 DEBUG
This debug build captures GetGUIDFromName("player"/"target") and GUID-to-object resolution inside OutlineDebug() on the Lua/main thread, then pins those object pointers for the D3D9 render path.
DEBUG14 disables Outline's first-frame forced IDirect3DDevice9::Reset to test whether that reset is what restores the original D3D9 vtable and removes all Outline hooks.
outline.dll
- Adds OutlineDebug() sticky in-game diagnostics for the render pipeline.