github gauthierpiarrette/highball v0.10.1
Highball 0.10.1 (beta)

pre-release2 hours ago

Games keep their mouse and keyboard after you switch away and come back.

After Cmd+Tab, a click on another app or a Dock restore, a Unity game on the default engine kept drawing but ignored every click and key until it was restarted (Among Us, Uma Musume, Heartopia and others, highball#182). The Wine 10 base of the default engine sent the game a made-up click in its title bar each time macOS gave it focus back, and Unity then ignores the focus it gets. Upstream Wine fixed that in 10.6. A second fault in the same place left some games, Heartopia among them, with a dead mouse from the moment they started. Engine revisions r15 (the default line) and r16 (the GPTK 4 line) carry both fixes. They are the same Wine, so environments on r13 and r14 move to them by themselves once Steam is closed, and only a 160 KB driver file and the DXMT archive download. It was never specific to M4 and M5 Macs.

The default engine's DXMT no longer closes Among Us right after it starts. DXMT created its first Metal pipelines before its Metal device was set, and depending on what that memory held the game died at once, in 8 of 12 launches on r13 and none of 12 now. The fix is also offered to DXMT upstream.

An engine update no longer moves an environment on the GPTK 4 line onto the default engine. 0.10.0 moved r12 environments to r13 and took Apple's D3DMetal 4 away without a word. An environment now keeps every component its engine had, and goes to its own line's newer revision instead. If yours was moved, switch it back under Settings, Environments, the environment's page, Advanced.

A DLSS switch lets games that support DLSS use MetalFX through DXMT or D3DMetal, on the environment's settings when its engine has the bridge. It is off by default. Thanks to matiasmg-ok for the contribution (#227).

At 100% display scaling a new Retina switch gives games the display's full pixel count with nothing scaled up, for games whose own interface grows with the scaling.

When a game's Mac build is not the one to play, like The Binding of Isaac where Repentance is Windows only, Play starts the Windows build and Play on Mac stays as a second button (highball#222, #223).

Launch logs collapse repeated lines and stop at 256 MB, library tiles no longer keep the play button after a game starts, and an environment on a later engine revision is no longer offered an earlier one.

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