Build DEBUG14 without forced D3D9 reset
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@@ -137,6 +137,7 @@ jobs:
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'endscene_ours',
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'endscene_ours',
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'dip_ours',
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'dip_ours',
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'reset_ours',
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'reset_ours',
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'DEBUG14: do NOT force a D3D9 Reset here.',
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):
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):
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if required not in outline:
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if required not in outline:
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raise SystemExit(f"Missing Outline callback/native wrapper ABI piece: {required}")
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raise SystemExit(f"Missing Outline callback/native wrapper ABI piece: {required}")
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@@ -215,7 +216,7 @@ jobs:
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cat > package/README_TEST.txt <<'EOF'
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cat > package/README_TEST.txt <<'EOF'
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WeirdUtils Safe Standalone Core Test V8 DEBUG
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WeirdUtils Safe Standalone Core Test V8 DEBUG
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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.
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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.
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outline.dll
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outline.dll
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- Adds OutlineDebug() sticky in-game diagnostics for the render pipeline.
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- Adds OutlineDebug() sticky in-game diagnostics for the render pipeline.
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