Releases: KeeVeeGames/Shady.gml
1.2.1-ext
This only updates the extension file, executables are the same as in 1.2.0.
Installation:
- Download yymps extension file and import it to your GameMaker project.
- Download the executable zip archive for your OS and architecture, unzip and place the executable into the extension path (
YourProject/extensions/Shady
).
Changelog:
- Added support for 2024.13 clean batch scripts.
1.2.0
Installation:
- Download yymps extension file and import it to your GameMaker project.
- Download the executable zip archive for your OS and architecture, unzip and place the executable into the extension path (
YourProject/extensions/Shady
).
Update:
- You can continue to use the old installation if you want, just update the executable in your project folder.
Changelog:
- Added an extension for smoother installation
- Fixed caching variant shaders.
inline
directive no longer ignores specific lines.- Added
--clean
command line parameter to clean cached shaders. - Mac builds are now codesigned and notarized.
- Performance and multi-threading improvements.
Warning
Some anti-viruses may yield a false-positive warning on the binaries. There's nothing I can do for now besides waiting for binaries to get trusted over time or getting a paid code sign certificate, which is not cost-effective for the current state of the project. If you're not sure, you can compile the tool yourself from sources using Visual Studio and .NET 8.0.
1.1.1
Place the executable inside #shady
directory.
Create or modify compiler scripts in your project location to include the code:
Windows Batch Files
pre_build_step.bat
%~dp0\#shady\Shady %~dp0 --pre
post_textures.bat
%~dp0\#shady\Shady %~dp0 --post
Linux / MacOS Shell Scripts
pre_build_step.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --pre
post_textures.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --post
Changelog:
- Added shader caching so unmodified shaders won't be processed or recompiled.
Warning
Some anti-viruses may yield a false-positive warning on the binaries. There's nothing I can do for now besides waiting for binaries to get trusted over time or getting a paid code sign certificate, which is not cost-effective for the current state of the project. If you're not sure, you can compile the tool yourself from sources using Visual Studio and .NET 8.0.
1.1.0
Place the executable inside #shady
directory.
Create or modify compiler scripts in your project location to include the code:
Windows Batch Files
pre_build_step.bat
%~dp0\#shady\Shady %~dp0 --pre
post_textures.bat
%~dp0\#shady\Shady %~dp0 --post
Linux / MacOS Shell Scripts
pre_build_step.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --pre
post_textures.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --post
Changelog:
- Added shader caching so unmodified shaders won't be processed or recompiled.
1.0.0
Place the executable inside #shady
directory.
Create or modify compiler scripts in your project location to include the code:
Windows Batch Files
pre_build_step.bat
%~dp0\#shady\Shady %~dp0 --pre
post_textures.bat
%~dp0\#shady\Shady %~dp0 --post
Linux / MacOS Shell Scripts
pre_build_step.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --pre
post_textures.sh
#!/bin/bash
${0%/*}/#shady/Shady ${0%/*} --post