Okay, now it's just funny
This commit is contained in:
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@ -0,0 +1,398 @@
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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##
|
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## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
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*.rsuser
|
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*.suo
|
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*.user
|
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*.userosscache
|
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*.sln.docstates
|
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|
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# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
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||||
# Mono auto generated files
|
||||
mono_crash.*
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# Build results
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[Dd]ebug/
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[Dd]ebugPublic/
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[Rr]elease/
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[Rr]eleases/
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# Visual Studio 2015/2017 cache/options directory
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||||
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# Uncomment if you have tasks that create the project's static files in wwwroot
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||||
#wwwroot/
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# Visual Studio 2017 auto generated files
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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|
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# NUnit
|
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*.VisualState.xml
|
||||
TestResult.xml
|
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|
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|
||||
# Build Results of an ATL Project
|
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||||
dlldata.c
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# Benchmark Results
|
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# .NET Core
|
||||
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|
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project.fragment.lock.json
|
||||
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# ASP.NET Scaffolding
|
||||
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# StyleCop
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||||
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# Files built by Visual Studio
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_Chutzpah*
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# Visual C++ cache files
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ipch/
|
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*.aps
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$tf/
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_ReSharper*/
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.*crunch*.local.xml
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nCrunchTemp_*
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# MightyMoose
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DocProject/Help/*.HxT
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# Click-Once directory
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publish/
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# Note: Comment the next line if you want to checkin your web deploy settings,
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# but database connection strings (with potential passwords) will be unencrypted
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**/[Pp]ackages/*
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# except build/, which is used as an MSBuild target.
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/[Pp]ackages/repositories.config
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# NuGet v3's project.json files produces more ignorable files
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# Microsoft Azure Build Output
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# Visual Studio cache files
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# files ending in .cache can be ignored
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# but keep track of directories ending in .cache
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# Others
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*~
|
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*.dbproj.schemaview
|
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*.jfm
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# Including strong name files can present a security risk
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# (https://github.com/github/gitignore/pull/2483#issue-259490424)
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#*.snk
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# Since there are multiple workflows, uncomment next line to ignore bower_components
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
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# RIA/Silverlight projects
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# because we have git ;-)
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*- [Bb]ackup ([0-9]).rdl
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# Microsoft Fakes
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FakesAssemblies/
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# GhostDoc plugin setting file
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*.GhostDoc.xml
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# Visual Studio 6 workspace and project file (working project files containing files to include in project)
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# Visual Studio 6 technical files
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*.ncb
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# Visual Studio LightSwitch build output
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**/*.HTMLClient/GeneratedArtifacts
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**/*.DesktopClient/GeneratedArtifacts
|
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**/*.DesktopClient/ModelManifest.xml
|
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**/*.Server/GeneratedArtifacts
|
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**/*.Server/ModelManifest.xml
|
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_Pvt_Extensions
|
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|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
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|
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# FAKE - F# Make
|
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.fake/
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||||
# CodeRush personal settings
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.cr/personal
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# Python Tools for Visual Studio (PTVS)
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__pycache__/
|
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# Cake - Uncomment if you are using it
|
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# tools/**
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# !tools/packages.config
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# Tabs Studio
|
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*.tss
|
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*.jmconfig
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# OpenCover UI analysis results
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OpenCover/
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ASALocalRun/
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# Visual Studio History (VSHistory) files
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# BeatPulse healthcheck temp database
|
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healthchecksdb
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# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
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!.vscode/extensions.json
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|
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|
||||
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|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
|
@ -0,0 +1,16 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DeezShade", "DeezShade\DeezShade.csproj", "{63CFFB57-8663-4A4C-90CF-820CA43E9373}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -0,0 +1,11 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net4.7.2</TargetFramework>
|
||||
<Version>1.0.0</Version>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="PresentationFramework" />
|
||||
<Reference Include="System.IO.Compression" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,104 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Net;
|
||||
using System.Reflection;
|
||||
|
||||
namespace DeezShade {
|
||||
public class Program {
|
||||
public static void Main(string[] args) {
|
||||
Console.WriteLine("DeezShade v1.0.0, by NotNet and friends");
|
||||
Console.WriteLine("Built for GShade v4.1.1.");
|
||||
|
||||
Console.Write("Enter the path to your game install: ");
|
||||
var gameInstall = Console.ReadLine();
|
||||
|
||||
// if gameInstall is the exe, get the directory it's in
|
||||
if (File.Exists(gameInstall)) {
|
||||
gameInstall = Path.GetDirectoryName(gameInstall);
|
||||
}
|
||||
|
||||
// if we're in the root, go to game
|
||||
if (File.Exists(Path.Combine(gameInstall, "game", "ffxiv_dx11.exe"))) {
|
||||
gameInstall = Path.Combine(gameInstall, "game");
|
||||
}
|
||||
|
||||
var tempPath = Path.GetTempPath() + "DeezShade/";
|
||||
|
||||
Console.WriteLine("Setting up temporary directory...");
|
||||
if (!Directory.Exists(tempPath)) {
|
||||
Directory.CreateDirectory(tempPath);
|
||||
} else {
|
||||
foreach (var file in Directory.GetFiles(tempPath)) {
|
||||
File.Delete(file);
|
||||
}
|
||||
}
|
||||
|
||||
var installerUrl =
|
||||
"https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.Installer.exe";
|
||||
var zipUrl = "https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.zip";
|
||||
|
||||
var exePath = tempPath + "GShade.Latest.Installer.exe";
|
||||
var zipPath = tempPath + "GShade.Latest.zip";
|
||||
|
||||
Console.WriteLine("Downloading GShade installer...");
|
||||
using (var client = new WebClient()) {
|
||||
client.DownloadFile(installerUrl, exePath);
|
||||
client.DownloadFile(zipUrl, zipPath);
|
||||
}
|
||||
|
||||
// I'm using the official GShade installer, am I not? :^
|
||||
Console.WriteLine("Requesting new files through GShade installer...");
|
||||
var assembly = Assembly.LoadFile(exePath);
|
||||
var type = assembly.GetType("GShadeInstaller.App");
|
||||
|
||||
// get presets & shaders
|
||||
type.GetField("_gsTempPath").SetValue(null, tempPath);
|
||||
type.GetField("_exeParentPath").SetValue(null, gameInstall);
|
||||
|
||||
type.GetMethod("CopyZipDeployProcess").Invoke(null, null);
|
||||
type.GetMethod("PresetDownloadProcess").Invoke(null, null);
|
||||
type.GetMethod("PresetInstallProcess").Invoke(null, null);
|
||||
|
||||
// File.Copy gives an access denied error, so let's make it ourself
|
||||
var src = tempPath + "gshade-shaders";
|
||||
var dst = gameInstall + "gshade-shaders";
|
||||
|
||||
void RecursiveClone(string path) {
|
||||
var path2 = Path.Combine(src, path);
|
||||
|
||||
foreach (var file in Directory.GetFiles(path2)) {
|
||||
var fileName = Path.GetFileName(file);
|
||||
|
||||
var srcFile = Path.Combine(path2, fileName);
|
||||
var dstFile = Path.Combine(dst, path, fileName);
|
||||
File.Copy(srcFile, dstFile, true);
|
||||
}
|
||||
|
||||
foreach (var dir in Directory.GetDirectories(path2)) {
|
||||
var dirName = Path.GetFileName(dir);
|
||||
var lol = Path.Combine(dst, path, dirName);
|
||||
Directory.CreateDirectory(lol);
|
||||
RecursiveClone(Path.Combine(path, dirName));
|
||||
}
|
||||
}
|
||||
|
||||
Console.WriteLine("Moving shaders to game directory...");
|
||||
RecursiveClone("");
|
||||
Directory.CreateDirectory(gameInstall + "gshade-addons");
|
||||
|
||||
Console.WriteLine("Extracting DLL and config...");
|
||||
var zip = ZipFile.OpenRead(zipPath);
|
||||
|
||||
if (File.Exists(Path.Combine(gameInstall, "dxgi.dll"))) {
|
||||
File.Move(Path.Combine(gameInstall, "dxgi.dll"), Path.Combine(gameInstall, "dxgi.dll.old"));
|
||||
}
|
||||
|
||||
zip.GetEntry("GShade64.dll").ExtractToFile(gameInstall + "dxgi.dll", true);
|
||||
zip.GetEntry("GShade.ini").ExtractToFile(gameInstall + "GShade.ini", true);
|
||||
|
||||
Console.WriteLine("Done!\nSupport FOSS, and thank you for using DeezShade!\nPress any key to continue.");
|
||||
Console.ReadKey();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
# DeezShade
|
||||
|
||||
Okay, now it's just funny. With love from NotNet and friends.
|
||||
|
||||
DeezShade is a continuation of [GeezShade](https://git.n2.pm/NotNite/geezshade), in C#.
|
||||
|
||||
## Why?
|
||||
|
||||
GeezShade broke with the release of GShade 4.1.1, password protecting the assets behind a probably-not-legally-binding EULA as the password, stating that those who use it are accessing it through the GShade installer. This means they'd probably DMCA me if I included the password in my codebase, Base64'd or not.
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So I came up with a solution. There is absolutely zero traces of the GShade password in this codebase.
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## How?
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They must've forgot that the GShade installer is written in C# and easily reflectable, allowing us to run the GShade installer code, within the GShade installer, without tampering it. Oops!
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Reference in New Issue