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Initial commit

ghorsington 4 years ago
commit
2e617eec6f
5 changed files with 723 additions and 0 deletions
  1. 513 0
      .gitignore
  2. 50 0
      COM3D2.NeighUncensor.Patcher.csproj
  3. 114 0
      NeighUncensorPatcher.cs
  4. 36 0
      Properties/AssemblyInfo.cs
  5. 10 0
      README.md

+ 513 - 0
.gitignore

@@ -0,0 +1,513 @@
+lib/
+
+# Created by https://www.gitignore.io/api/visualstudio,csharp
+# Edit at https://www.gitignore.io/?templates=visualstudio,csharp
+
+### Csharp ###
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+# Including strong name files can present a security risk
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+# User-specific files
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+# User-specific files (MonoDevelop/Xamarin Studio)
+
+# Mono auto generated files
+
+# Build results
+
+# Visual Studio 2015/2017 cache/options directory
+# Uncomment if you have tasks that create the project's static files in wwwroot
+
+# Visual Studio 2017 auto generated files
+
+# MSTest test Results
+
+# NUnit
+
+# Build Results of an ATL Project
+
+# Benchmark Results
+
+# .NET Core
+
+# StyleCop
+
+# Files built by Visual Studio
+
+# Chutzpah Test files
+
+# Visual C++ cache files
+
+# Visual Studio profiler
+
+# Visual Studio Trace Files
+
+# TFS 2012 Local Workspace
+
+# Guidance Automation Toolkit
+
+# ReSharper is a .NET coding add-in
+
+# JustCode is a .NET coding add-in
+
+# TeamCity is a build add-in
+
+# DotCover is a Code Coverage Tool
+
+# AxoCover is a Code Coverage Tool
+
+# Visual Studio code coverage results
+
+# NCrunch
+
+# MightyMoose
+
+# Web workbench (sass)
+
+# Installshield output folder
+
+# DocProject is a documentation generator add-in
+
+# Click-Once directory
+
+# Publish Web Output
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+
+# NuGet Packages
+# NuGet Symbol Packages
+# The packages folder can be ignored because of Package Restore
+# except build/, which is used as an MSBuild target.
+# Uncomment if necessary however generally it will be regenerated when needed
+# NuGet v3's project.json files produces more ignorable files
+
+# Microsoft Azure Build Output
+
+# Microsoft Azure Emulator
+
+# Windows Store app package directories and files
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+# but keep track of directories ending in .cache
+
+# Others
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+
+# RIA/Silverlight projects
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+
+# SQL Server files
+
+# Business Intelligence projects
+
+# Microsoft Fakes
+
+# GhostDoc plugin setting file
+
+# Node.js Tools for Visual Studio
+
+# Visual Studio 6 build log
+
+# Visual Studio 6 workspace options file
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+
+# Visual Studio LightSwitch build output
+
+# Paket dependency manager
+
+# FAKE - F# Make
+
+# CodeRush personal settings
+
+# Python Tools for Visual Studio (PTVS)
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+
+# Telerik's JustMock configuration file
+
+# BizTalk build output
+
+# OpenCover UI analysis results
+
+# Azure Stream Analytics local run output
+
+# MSBuild Binary and Structured Log
+
+# NVidia Nsight GPU debugger configuration file
+
+# MFractors (Xamarin productivity tool) working folder
+
+# Local History for Visual Studio
+
+# BeatPulse healthcheck temp database
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+
+# End of https://www.gitignore.io/api/visualstudio,csharp

+ 50 - 0
COM3D2.NeighUncensor.Patcher.csproj

@@ -0,0 +1,50 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{7522A728-E0EA-4478-A1BA-FD0A7413F7A6}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>COM3D2.NeighUncensor.Patcher</RootNamespace>
+    <AssemblyName>COM3D2.NeighUncensor.Patcher</AssemblyName>
+    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+    <Deterministic>true</Deterministic>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>bin\Debug\</OutputPath>
+    <DefineConstants>DEBUG;TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>bin\Release\</OutputPath>
+    <DefineConstants>TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="Assembly-CSharp">
+      <HintPath>..\lib\Assembly-CSharp.dll</HintPath>
+    </Reference>
+    <Reference Include="Mono.Cecil">
+      <HintPath>..\lib\Mono.Cecil.dll</HintPath>
+    </Reference>
+    <Reference Include="System.Core" />
+    <Reference Include="UnityEngine">
+      <HintPath>..\lib\UnityEngine.dll</HintPath>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="NeighUncensorPatcher.cs" />
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+</Project>

+ 114 - 0
NeighUncensorPatcher.cs

@@ -0,0 +1,114 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using Mono.Cecil;
+using Mono.Cecil.Cil;
+using UnityEngine;
+
+namespace COM3D2.NeighUncensor.Patcher
+{
+    public static class NeighUncensorPatcher
+    {
+        public static readonly string[] TargetAssemblyNames = { "Assembly-CSharp.dll", "UnityEngine.dll" };
+
+        private static Dictionary<string, Action<AssemblyDefinition, TypeDefinition>> patches = new Dictionary<string, Action<AssemblyDefinition, TypeDefinition>>
+        {
+            ["Assembly-CSharp"] = PatchAssemblyCSharp,
+            ["UnityEngine"] = PatchUnityEngine
+        };
+
+        public static void Patch(AssemblyDefinition ad)
+        {
+            var hookAd = AssemblyDefinition.ReadAssembly(Assembly.GetExecutingAssembly().Location);
+            var hooks = hookAd.MainModule.GetType("COM3D2.NeighUncensor.Patcher.Hooks");
+
+            if (patches.TryGetValue(ad.Name.Name, out var patch))
+                patch(ad, hooks);
+        }
+
+        private static void PatchPostfix(MethodDefinition method, MethodReference postfix, bool passInstance = false)
+        {
+            var il = method.Body.GetILProcessor();
+            var mRef = method.Module.ImportReference(postfix);
+            foreach (var ins in method.Body.Instructions.ToList())
+            {
+                if (ins.OpCode != OpCodes.Ret)
+                    continue;
+
+                ins.OpCode = OpCodes.Nop;
+                il.InsertAfter(ins, il.Create(OpCodes.Ret));
+                il.InsertAfter(ins, il.Create(OpCodes.Call, mRef));
+                if(passInstance)
+                    il.InsertAfter(ins, il.Create(OpCodes.Ldarg_0));
+            }
+        }
+
+        private static void PatchAssemblyCSharp(AssemblyDefinition ad, TypeDefinition hooks)
+        {
+            var tBody = ad.MainModule.GetType("TBody");
+            var importCM = ad.MainModule.GetType("ImportCM");
+
+            var fixMaskFlag = tBody.Methods.FirstOrDefault(m => m.Name == "FixMaskFlag");
+            PatchPostfix(fixMaskFlag, hooks.Methods.FirstOrDefault(m => m.Name == nameof(Hooks.PostFixMaskFlag)), true);
+
+            var loadSkinMeshR = importCM.Methods.FirstOrDefault(m => m.Name == "LoadSkinMesh_R");
+            PatchPostfix(loadSkinMeshR, hooks.Methods.FirstOrDefault(m => m.Name == nameof(Hooks.PostLoadMesh)));
+        }
+
+        private static void PatchUnityEngine(AssemblyDefinition ad, TypeDefinition hooks)
+        {
+            var resources = ad.MainModule.GetType("UnityEngine.Resources");
+
+            var load = resources.Methods.FirstOrDefault(
+                m => m.Name == "Load" && m.Parameters.Count == 1 &&
+                     m.ReturnType.FullName == "UnityEngine.Object");
+
+            PatchPostfix(load, hooks.Methods.FirstOrDefault(m => m.Name == nameof(Hooks.OnResourceLoad)));
+        }
+    }
+
+    public static class Hooks
+    {
+        private static object diffuse;
+
+        public static void PostFixMaskFlag(TBody tbody)
+        {
+            tbody.goSlot[(int)TBody.hashSlotName["moza"]].boVisible = false;
+        }
+
+        public static GameObject PostLoadMesh(GameObject result)
+        {
+            TryUncensor(result);
+            return result;
+        }
+
+        public static UnityEngine.Object OnResourceLoad(UnityEngine.Object result)
+        {
+            if (result is GameObject go)
+                TryUncensor(go);
+            return result;
+        }
+
+        private static void TryUncensor(GameObject go)
+        {
+            if (go == null)
+                return;
+
+            var smr = go.GetComponentInChildren<Renderer>();
+            if (smr == null || smr.materials == null)
+                return;
+            foreach (var mm in smr.materials)
+            {
+                if (mm.shader?.name.ToLowerInvariant().Contains("mosaic") ?? false)
+                {
+                    if (diffuse == null)
+                        diffuse = Shader.Find("CM3D2/Toony_Lighted_Trans");
+
+                    mm.shader = diffuse as Shader;
+                    mm.color += new Color(0f, 0f, 0f, -1f);
+                }
+            }
+        }
+    }
+}

+ 36 - 0
Properties/AssemblyInfo.cs

@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("COM3D2.NeighUncensor.Patcher")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("COM3D2.NeighUncensor.Patcher")]
+[assembly: AssemblyCopyright("Copyright ©  2019")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components.  If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("7522a728-e0ea-4478-a1ba-fd0a7413f7a6")]
+
+// Version information for an assembly consists of the following four values:
+//
+//      Major Version
+//      Minor Version
+//      Build Number
+//      Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]

+ 10 - 0
README.md

@@ -0,0 +1,10 @@
+# NeighUncenor
+
+This patcher uncensors COM3D2, but is more efficient than YASD. Neigh.
+
+## Features compared to YASD
+
+* Removes mosaics when the item is loaded
+* **Does not go through the entire scene every two seconds**
+    * Improves performance
+* Easy to extend to uncensor other items as well