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Resleriana Capture v1.4.0

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@LightCyan01 LightCyan01 released this 16 Oct 14:24
b45d686
  • Rewrite the recorder with improved API, Battle and Atelier capture.
  • Preserve original API bodies, headers and unknown fields, with clearer links between requests, responses and gameplay observations.
  • Replace repeated object graphs with focused gameplay snapshots and references, preserving observed inputs and results while excluding UI and rendering internals.
  • Preserve supported gameplay records without the previous body, collection and depth truncation limits; report unsupported reads and hooks as explicit gaps.
  • Reduce allocation, native type lookup and checkpoint overhead during recording.
  • Queue warnings and known Unity material errors without waiting on disk, and save queued records together. A crash can lose diagnostics that have not been saved; API and gameplay records still wait for durable saving.
  • Speed up archive parsing and hashing, and compress ZIP entries on a dedicated worker without depending on game callback threads.
  • Add durable saving, stronger crash recovery and verified archive cleanup; fix buffer growth and network-lock failure paths.
  • Add readable request and record counts for each capture, stream, system and route.
  • Aggregate repeated warnings and known Unity material null-reference patterns while retaining their details and occurrence counts.
  • Capture Unity messages and exception stacks from background threads as well as the main thread.
  • Describe gameplay and queued diagnostic durability separately in capture manifests.
  • Add capture status and explicit abort commands through capture-control.ps1.
  • Check client and runtime compatibility before enabling native capture.
  • Upgrade the embedded runtime to .NET 10.0.13 and adapt BepInEx/Il2CppInterop for the new runtime and native capture.
  • Fix asset-bundle preservation in the English localization companion.