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ds5678
ds5678

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Current Development Plans

Hello everyone. There's no release this week, but I've been investigating the implementation process for highly requested features, and I want to share some details with you.

Shader Decompilation

I'm currently working on the underlying frameworks required to implement this feature. I'm targeting two shader platforms:

One might come before the other but I plan to support both. In the future, decompilation could be extended to other platforms that can be transpiled to Vulkan, such as OpenGL ES, which is commonly used on Android.

Il2Cpp Decompilation

This is in the early stages, but I see a path forward and have past examples to help guide me.

Perfect C# Decompilation

Many users complain about the thousands of errors they encounter when trying to recover a project. There are some settings in AssetRipper that can help, such as Script Content Level 1 or Hybrid Script Export. However, there's ultimately going to be at least some errors, and even a single error can be debilitating to a nonprogrammer.

I have been debating the best way to improve script export. I initially started my own decompiler for C#, of which the output can be seen in the AssetRipper UI. However, the amount of work involved with writing a good .NET decompiler has me doubting that I'm going in the right direction.

I am thinking about refocusing my effort in this space towards improving the ILSpy decompiler. ILSpy is already very good. It is likely far more efficient for me to resolve issues arising from it, rather than to continue development on the decompiler I started.

The work on this primitive decompiler has not gone to waste. I learned a lot in the process and have gleaned insights about how best to approach Il2Cpp decompilation.

Asset Deduplication Improvements

The current implementation of asset deduplication is prone to false positives. I've been working on a more thorough way to evaluate asset equality and remove duplicates with higher accuracy. It is the furthest along of these proposals and should be available soon.

Enhanced Prefab Outlining

This has been an experimental feature for a while now, but the current implementation pales in comparison to my vision of how the feature should function. My work on improving asset deduplication is paving a path forward through which prefab outlining can later follow.

Comments

Pumped about better shader decompilation. Perfect C# Decompilation on the other hand is kind of an nothing burger for me at least.

Spendul

Really excited about Il2Cpp Decompilation plans!! It’s been difficult dealing w/ anything Il2Cpp in my experience so. Thanks for the update!

Mariana Rocha

I don't know. I've been hesitant to do this because it's extra organizational work, because short term development priorities often change, and because issues are distributed across many repositories including the premium repository.

ds5678

Glad to hear it! I hope it's everything you imagine it to be.

ds5678

Also a question, could we maybe do Github milestones so we can see what issues you want to address in the next updates and what has already been done for the update?

TridleWork

Thanks for the insite, I am really hyped for shader decompilation.

TridleWork


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