github gauthierpiarrette/highball v0.10.23
Highball 0.10.23

3 hours ago

Highball now has GOG and Battle.net games in your library, and Forza Horizon 6 draws its trees and liveries correctly.

GOG arrives with its library, installs, achievements and cloud saves. Thanks to gabeperez for the contribution (#539). Battle.net games now show up in the library too (#417).

Forza Horizon 6 on D3DMetal gets correct trees, vinyls and some other textures, and DLSS now goes through MetalFX. Thanks to tdrkDev for the contribution (#403). To get them, accept the engine Play offers (r28), and turn on Enable DLSS (MetalFX) in the environment's Graphics settings if you want DLSS. The hitch of about a tenth of a second roughly once a second is still there, it comes from the game's copy protection under Rosetta.

Also in this version:

  • You can hide games from the library, and leave out Steam for Mac's games (#445).
  • One Epic game can move to another environment from its page, and Epic games take launch arguments.
  • Engine pickers show what each engine carries, and Settings can remove engines no environment uses (#546).
  • Use existing environment carries the game along, and Open Steam reaches other environments (#537).
  • Test controllers opens Wine's Game Controllers panel for an environment.
  • Play applies a recipe's newly required tweaks, and gives a pinned program the mode it chose.
  • A blocked launcher tile says why when you click it, and Epic installs that legendary refuses say why too.
  • A failed first setup logs what Wine had and offers an engine reinstall when its files are gone.
  • Highball refuses a data folder that Windows paths can't reach (#547).
  • Play removes macOS '._' files from a game's folder on exFAT and similar drives.
  • A winetricks step no longer waits forever behind an open Steam window.
  • Launch logs leave out secrets and MoltenVK's long info output, so a crash stays easy to find.

Not in this version yet: the microphone and audio clock fixes (#350, #444), the patched MoltenVK for X4 (#441, thanks to mvanhorn for #491), the Detroit: Become Human fixes (#125) and the memory cap for Red Dead Redemption 2 (#398). They are ready in the code and need a new engine, which comes in a later update. An earlier version of these notes listed them by mistake.

Thanks also to amfakh for saving typed launch arguments before Play (#485), MenuuTUX for keeping OpenGL diagnostics in report digests and log headers (#431), and OmniTroid for keeping debug builds from starting the updater (#526).

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