Repo ↗ · 原始 README ↗ · 文件包(Markdown/授權)
封面參考(原作): Dishonored · 原作宣傳圖,由 IGDB 提供。圖片版權屬原權利人,供辨識原作使用,不代表此重寫/模組專案的實際畫面。
來源維護者: r614 · 版本: 9c7a029f71f8 · 整理日期: 2026-10-12
文件授權: GPL-3.0 · LICENSE · 本文形式: README 翻譯
下文為來源 README 的繁中翻譯,由 Kirikirin 使用 AI 輔助整理;功能、完成度與測試結果均為原作者描述,本站未逐項實機驗證。圖片改為來源連結,指令與技術識別保留原文。
Blink
[!WARNING]
高度實驗性。 Blink 是一項早期、進行中的研究專案,並非完成的遊戲。預期會有錯誤、當機、缺少功能、與原作之間的視覺差異,以及版本之間的破壞性變更,包括存檔、設定與網路相容性。僅支援一張地圖(Lady Boyle’s Last Party)。請回報問題,但別期待目前已經穩定。
Blink 是一個獨立的 Rust/Bevy 執行階段,以高度行為保真度重建《Dishonored》(2012)的遊戲核心,使用來自合法擁有的本機安裝 Dishonored: Definitive Edition (GOG) 的內容。此執行階段不會執行或修改 Dishonored.exe。一項選用的研究工具(probe_launch)可以啟動您自己的本機副本並搭配測量 DLL,以便將此移植與原作進行比較。
此儲存庫不包含任何零售資產。所有內容皆在執行階段從您的安裝讀取。
與 Arkane Studios、Bethesda Softworks 或 ZeniMax Media 無關。
Dishonored 是 ZeniMax Media Inc. 的商標。這是一個非官方粉絲專案;您需要自己的遊戲副本才能使用。請參閱 Legal。
遊戲模式
- 自由混戰(離線對抗機器人,或多人連線):所有人對抗所有人,使用原作的劍、手槍、十字弓與能力。
- 合約(多人連線,或離線對抗機器人):在 NPC 人群中進行社交潛行。每位玩家被指派一個目標,同時也是他人的目標。找到您的目標,在不被發現的情況下接近,並將其解決。
- 自訂任務(單人或合作):以
missions/*.ron檔案撰寫的任務,在原始關卡上遊玩,包含其 NPC、對話與腳本。請參閱missions/README.md。 - 遊樂場(離線):用於玩家機制的測試關卡,由原作的資產建構而成。請參閱 Playground。
本專案如何製作
Blink 完全由 AI 編碼代理建立與維護:研究、逆向工程、程式碼、測試與文件。由人類設定方向並審查結果。
發現錯誤? 請開啟 issue。代理會接手 issue 並進行修復。請包含您做了什麼、您預期什麼,以及發生了什麼。截圖、主控台輸出與您的遊戲版本(GOG Definitive Edition)都有幫助。
狀態
實驗性。可在 Lady Boyle’s Last Party(L_Boyle_*)上遊玩,但有已知錯誤。
| 領域 | 狀態 |
|---|---|
| UE3 封裝、IR、地圖匯入 | 完成:470/470 個封裝;網格、材質、光照圖、貼花、道具 |
| 渲染 | 原作的著色器已重現(research/dishonored/RENDERING.md) |
| 碰撞、移動物件、物理體積、導航 | 完成 |
| 玩家移動、戰鬥、能力、武器 | 已對照原作測量(research/dishonored/HOOK_TRIAGE.md) |
| AI、Kismet、對話、吠叫、音訊、HUD | 目標地圖已完成 |
| 啟動器 | 主選單、任務、伺服器瀏覽器/建立器、每個原作選項(research/dishonored/MENUS.md) |
未解問題追蹤於 research/UNKNOWNS.md。程式碼正在演進的形態(子系統疊在單一帶時間戳的事件串流上,由原作的資料組成)位於 research/ARCHITECTURE.md。
待完成功能
尚未移植,或僅部分移植:
- AI:捕鯨人的戰鬥行為(
DisBehaviorAssassinCombat:戰鬥與逃脫傳送、吸引/拉引法術);其餘的吠叫呼叫點。 - 能力:附身老鼠與魚。
- 光牆:劍與爆炸命中、其音效與 AI 噪音、被附身的生物碰觸它們。
- 移動物件:基於其他移動物件(
Base鏈)的演員不會帶著其碰撞一起移動(Bridge 吊橋)。 - 呈現:每種光源類型的陰影貼圖、L_Out 天空、其餘後製效果、三腳架動畫、揚聲器道具、塔樓光束;僅執行階段目標(物件清單、pawn)的 Kismet 高亮與準星聚焦高亮;每位玩家的鏡頭淡出;NPC 傳送法術的材質淡出。
- 尚未在畫面上檢查:日誌與統計畫面、Kismet 高亮、雨與鏡頭淡出,以及非正方形粒子(雨絲)的新 sprite 尺寸調整。
- HUD:「(Unconscious)」準星線仍使用自己的探測,而非準星的目標;拾取與屍體提示文字尚未對照原作確認。
- 日誌與統計:能力與骨符頁籤、筆記閱讀器、留聲機播放、地圖物品;統計畫面的重播與金幣獎勵符咒。
- 模式:互動提示僅在任務中顯示(不在 FFA 或 Contracts 中)。
- 涵蓋範圍:每張地圖的截圖,以及 oracle 擷取待辦清單(
fixtures/oracle/capture_queue.txt)。 - 成對擊殺:主 pawn 與從 pawn 尚未放置在動畫作者設定的間距(
research/UNKNOWNS.mdU-969),因此劍可能停在受害者臉前,玩家的手臂與身體可能穿過受害者。同樣缺少:鏡頭震動(DisNotify_CameraShake)、刺穿與吞噬的斷肢狀態、戲劇性目標(Front_Special)、雙重擊殺與 Tallboy 的動作。 - 戰役:主選單尚無戰役入口。已烹製的戰役任務(
tools/mission cook)未由啟動器提供。
已知問題
來自遊玩測試的回報,尚未修復:
- 輸入:對話選項僅回應控制器(提示顯示 A 按鈕)。
- 視窗:從選單開始比賽時、返回選單時,以及開啟或關閉暫停選單時,滑鼠游標會出現且遊戲失去焦點。返回主選單途中視窗也會最小化。
- 設定:無法變更解析度。
- HUD 與選單:
- 蹲下(潛行)覆蓋層在畫面中央繪製一個大方塊;
- 選單訊息框(「All unsaved progress…」)上顯示一個多餘的方形紋理;
- 在超寬顯示器上,黑邊條未到達畫面邊緣。
- 渲染:遊樂場水池的水(Boyle 河流材質
boyle_ext_MS.Water_boyle_ext_INST03)渲染為帶有深色條紋的不透明綠色表面。 - 效果:
- 血液渲染為黑色;
- 鏡頭的鏡片血跡渲染為白色斑塊;
- 粒子相對於其事件過早或過晚開始,且停留過久。
- 音訊:
- 投擲手榴彈會播放槍聲;
- 戰鬥音效與其事件不同步;
- 遊戲暫停或最小化時,遊戲音效仍持續播放。原作在其視窗失去焦點時會暫停(
BaseEngine.ini[Engine.Engine] bPauseOnLossOfFocus=TRUE)。
- NPC 動畫:
- NPC 動畫非常不流暢;
- 警戒與戰鬥中的 NPC 移動與其動畫不同步;
- 死亡動畫及其粒子看起來不完整。
- 效能:自由漫遊的畫面更新率非常低。
平台
| 平台 | 狀態 |
|---|---|
| Windows 10/11 (x64) | 支援並已測試 |
| Linux | 尚未支援:從未建置或執行;遊戲檔案以區分大小寫的名稱查找 |
| macOS | 尚未支援:從未建置或執行;與 Linux 相同的檔名問題 |
渲染器(Bevy / wgpu)與遊戲程式碼為跨平台。僅 Windows 專屬的部分是選用的研究工具(probe_launch、dishonored_probe_dll)。Linux 與 macOS 支援已列入計畫。
下載(Windows)
預先建置的 Windows 版本位於 Releases 頁面。解壓縮後執行 dishonored_runtime.exe。請將檔案放在一起:啟動器會從同一資料夾啟動 dishonored_server.exe 與 dishonored_master.exe,並讀取 missions/。
您需要安裝 GOG 的 Dishonored: Definitive Edition。Blink 會在預設 GOG 資料夾(C:\Program Files\GOG Galaxy\Games\Dishonored)中尋找。若在其他位置,首次啟動會要求您選擇資料夾並記住於 %APPDATA%\dishonored-rs\game_dir.txt;刪除該檔案即可重新選擇。--game-dir DIR 或 DISHONORED_DIR 環境變數可覆寫它,專用伺服器也接受 --game-dir。
從原始碼建置(Windows)
需求:
- 已安裝 GOG 的 Dishonored: Definitive Edition(如上述方式找到)。
- 來自 rustup.rs 的 Rust(stable,edition 2024),搭配 MSVC 工具鏈(Visual Studio Build Tools,「Desktop development with C++」)。
- 支援 DirectX 12 或 Vulkan 的 GPU。
- 選用:
ffmpeg於PATH,用於遊戲影片擷取。
git clone https://github.com/r614/blink.git
cd blink
cargo run --release -p dishonored_runtime
首次啟動會讀取遊戲檔案並在建置檢查目錄內的 cache/ 中建置快取(設定 DISHONORED_CACHE 可將其放到別處)。這需要一段時間,之後的啟動會更快。無參數時會開啟啟動器。若要直接進入地圖:
cargo run --release -p dishonored_runtime -- --map L_Boyle_Ext_P
使用方式
啟動器
無參數時,執行階段會開啟啟動器。這是 Dishonored 自己的主選單,由 UI_MainMenu / UI_OptionsMenu 影片繪製於 Dishonored_MainMenu 關卡之上,並搭配選單音樂與 UI 音效。其項目:
- Play:離線對抗機器人的比賽。
- Missions:
missions/*.ron。 - Playground:測試關卡(請參閱 Playground)。
- Multiplayer:
- Join:透過 master 的伺服器瀏覽器,加上直接連線。
- Host:伺服器建立器。它會啟動本機
dishonored_server,並可選啟動本機dishonored_master。
- Options:每個原作設定,位於原作分類中。
- Quit。
設定會儲存至 %APPDATA%/dishonored-rs/settings.ron(--settings FILE 或 DISHONORED_RS_SETTINGS 可覆寫路徑)。遊戲在啟動時讀取它們。此移植尚未實作的選項會被保留並標記為「not yet effective」。遊戲中,Esc 開啟暫停選單:Resume、Options、Back to Main Menu。請參閱 research/dishonored/MENUS.md。
cargo run --release -p dishonored_runtime
harness launcher 端對端驅動它:
- 每個畫面的截圖;
- 一項設定變更,經持久化並由啟動的遊戲讀取;
- 暫停選單;
- 代管、瀏覽與加入本機伺服器。
啟動器也接受 --control PORT 與 --script FILE;請參閱 fixtures/scripts/launcher_screens.json。
遊玩
離線對抗機器人(預設為 FFA,--mode contracts 為社交潛行模式;--spectate 觀看機器人):
cargo run --release -p dishonored_runtime -- --bots 3 --mode contracts
自訂任務(單人,或在專用伺服器上以 --mission 進行合作)。撰寫指南:missions/README.md;原作遊戲如何建構任務:research/dishonored/MISSIONS.md。
cargo run --release -p dishonored_runtime -- --mission missions/boyle_masked_host.ron
專用伺服器與選用的控制平面(由心跳維持的記憶體內伺服器清單):
cargo run --release -p dishonored_server -- --port 27015 --mode contracts --master 127.0.0.1:27900
cargo run --release -p dishonored_master -- --bind 0.0.0.0:27900
使用 --connect HOST:27015 加入,或使用 --browse MASTER 從清單中挑選。--autopilot duelist|gunner|wanderer 讓測試機器人遊玩加入的用戶端(它沿著原作導航網格追獵其他玩家)。自由混戰規則、重生點與機器人:research/dishonored/multiplayer/FFA.md;harness ffa 進行無頭比賽並列出每次死亡及其地點與原因。
遊戲中(原作 PC 配置):WASD 移動、滑鼠視角、Space 跳躍、C 潛行、Shift 衝刺、LMB 劍、RMB 左手(按住以瞄準 Blink)、Left Ctrl 格擋、F 使用/交談、Q/E 傾身、R 裝填、J 日誌、X 行走、1-5 Blink / Windblast / Dark Vision / 手槍 / 十字弓、V 第三人稱、Tab 分數、F1 除錯讀數、F3 碰撞。
HUD 是 Dishonored 自己的(儀表、徽章、準星、目標橫幅與字型皆在啟動時從 UI_HUD_SF、圖示包與 DisFonts_SF 讀取)。
音效也是遊戲自己的:Wwise bank 會在啟動時從安裝讀取並解碼其 Vorbis 媒體(codebook 表位於 Dishonored.exe 內),模擬事件會發布原作事件(劍、槍、能力、依表面變化的腳步聲、痛苦/死亡),加上 Boyle 床、配樂與放置的發聲器。--no-audio 停用它,--volume V 縮放它。請參閱 research/dishonored/AUDIO_FORMAT.md。
遊樂場
用於玩家機制的測試關卡,僅由從您的安裝讀取的原作遊戲資產建構而成。佈局是新的:maps/playground.ron,格式在 research/dishonored/PLAYGROUND.md。它以離線方式執行,包含每種能力與物品,且除非您以 --bots N 要求,否則沒有機器人。您也可以從啟動器的 PLAYGROUND 項目或從 Missions 啟動它。
cargo run --release -p dishonored_runtime -- --playground
每個站點都在世界中標示,並在您走近時播報。
- 起點: 一張長椅,提供所有能力與物品,或恢復起始裝備,以及可拾取物
(靈藥、彈藥、食物、符文、骨符、硬幣)。 - 第 1 排(南側):
- 階梯高度 30 / 44 / 50 / 56 / 60;
- 坡度 40 / 45 / 50 / 55 / 60 度;
- 攀緣邊緣高度從 60 到 360;
- 跳躍間隙從 100 到 500。
- 第 2 排:
- 一段瞬移路線:目標位於 500 / 1100 / 1600,柱子高度 400 / 500 / 600,一道可瞬移攀緣的牆;
- 一條可攀爬的鏈條;
- 一座 600 深的水池,供游泳與溺水;
- 沿東牆的階梯,邊緣位於 880 到 1520,可從其上落下(墜落傷害)。
- 第 3 排:
- 門(其中一扇上鎖)、一個置物櫃和一個垃圾桶;
- 一個轉角窺視點;
- 一條蹲行隧道;
- 一個傷害區域;
- 一座射擊場,目標位於 10 / 20 / 40 公尺;
- 劍術訓練假人。
- 第 4 排(北側): 一條潛行通道,分為明亮半邊與黑暗半邊,設有藏身處與一名巡邏
守衛。
harness playground 以腳本化輸入無介面地執行每個測試站,並將每項機制
與原版測得的數值進行比對(階梯與坡度限制、攀緣高度、瞬移距離、
墜落傷害、溺水、門、可拾取物、命中、明暗中的偵測)。
地圖檢視器(--inspect)
控制:按住滑鼠右鍵(或按 Tab 鎖定游標)以環顧;WASD 移動;Q/E 下降/上升;
Shift 加速;Alt 減速。選項:--pos x,y,z 與 --yaw/--pitch(Dishonored 單位)、
--show-hidden(阻擋物/隱形碰撞)、各項功能的渲染開關以供
比較(--no-lightmaps --no-materials --no-fx --no-dynamic-lights --no-fog --no-post --no-df-shadows --no-distortion --no-bloom --no-sky --no-reflections --legacy-geometry,或 --baseline)、--debug-lighting(白色反照率)、
--max-tex N。harness fidelity 渲染固定的 Boyle Ext 視點,並將各項功能
開啟/關閉,將前後配對寫入 harness_out/<run>/REPORT.md。關卡著色如何遵循原版的著色器:research/dishonored/RENDERING.md。
cargo run --release -p package_dump -- "<install>/DishonoredGame/CookedPCConsole/L_Boyle_Ext_Env.upk" --exports
cargo run --release -p map_dump -- L_Boyle_Ext_P
cargo test --release
零售版回歸測試在找不到安裝時會自行跳過。
平行建置 / 工作樹
多個檢出或 git worktree 可以同時建置與測試,而無需重新建置所有內容:
cargo install sccache --locked # once
source scripts/dev-env.sh # PowerShell: . .\scripts\dev-env.ps1
- sccache(
RUSTC_WRAPPER=sccache;CARGO_INCREMENTAL保持未設定,讓工作區 crate 以增量方式建置,而依賴項目保持快取)依內容快取已編譯的 crate,
因此新的工作樹會重用另一個檢出已建置的大部分依賴項目。在
全新工作樹的發行版建置上測得:342 個可快取編譯中有 219 個命中(64%)。- 每個工作樹仍會編譯:工作區自身的 crate,以及建置腳本
輸出取決於目標目錄的依賴項目,還有依賴它們的所有項目。 - 完全無法快取:程序巨集、建置腳本與最終連結。
sccache --show-stats顯示命中率。
- 每個工作樹仍會編譯:工作區自身的 crate,以及建置腳本
- 每個工作樹一個
target/(cargo 的預設值)。分開的目標目錄意味著無需等待另一個
建置的 cargo 鎖,也不會有建置連結到另一個工作樹半成品 crate 的情況。- 不要設定
CARGO_TARGET_DIR或每個檢出的RUSTFLAGS:sccache 會雜湊CARGO_*變數與
編譯器旗標,因此設定任一個都會讓每個 crate 未命中。環境腳本會取消設定兩者。
- 不要設定
DISHONORED_CACHE是一個共用的絕對目錄(預設為
%LOCALAPPDATA%\dishonored-rs\cache),用於衍生的遊戲資料:碰撞 BVH、導航網格、
遊戲玩法設定、NPC、旅行、外觀與對話快取。新的工作樹會重用它們,而非
從安裝重新擷取。檔案以名稱區分版本:變更檔案格式時,請更新其名稱。- 必須保持安靜的測試執行:
DISHONORED_MUTE=1會靜音遊戲與啟動器
播放的每個聲音;音訊仍會解碼,因此音訊檢查仍可運作。
版面配置
crates/
ue3_package minimal UE3 v801/licensee-30 reader (summary, LZO chunks, tables, properties)
dishonored_ir engine-agnostic map representation (Dishonored world space: Z-up, Unreal units)
dishonored_assets Dishonored decoders: StaticMesh, Texture2D (+ .tfc streaming), materials, levels
dishonored_runtime Bevy presentation: renders an imported map with a free camera
dishonored_audio Wwise AKPK/soundbank/WEM readers, Wwise Vorbis decoding, event resolution,
dialog VO banks (Bk_<GUID>.INT)
dishonored_conversation original dialog graphs (DisConversation) read at runtime +
deterministic conversation runner (subtitles, VO, choices, story flags)
dishonored_world collision world (BVH) and pathfinding on the original navigation mesh
(`L_*_Nav` pylons; research/dishonored/NAVIGATION.md)
dishonored_ai NPC brains on Arkane's attention model and AI tweaks
(research/dishonored/AI.md)
dishonored_settings player settings modelled on ArkProfileSettings (options, defaults, bindings)
dishonored_probe wire protocol + client of the runtime probe of the original game
dishonored_probe_dll 32-bit DLL the probe injects (research/dishonored/INSTRUMENTATION.md)
tools/
probe_launch start the original game with the probe (32-bit build) and measure it
package_dump inspect a package: names / imports / exports / properties / hex
(package_scan: sweep a whole directory)
map_dump run the full map import and report statistics
(nav_dump: navmesh survey/islands/OBJ; tweaks: resolve a tweak object)
audio_dump Wwise packages/banks: survey, list, resolve an event, decode to WAV
under harness_out/ (`audio_dump event Snd_Power_P_Blink_Start Bank_Power_Player`)
research/ evidence log, unknowns register, format notes, prior art
原則
- 行為相容性優先於近似。未知的原版行為是
測量而來的,而非憑空發明(research/UNKNOWNS.md、research/LOG.md)。 - 遊戲玩法模擬位於可攜、固定步長的 Rust 中。Bevy 負責呈現。
- 二進位層級的發現會標註其所適用的
Dishonored.exeSHA-256。
法律
- 本專案與 Arkane Studios、Bethesda
Softworks 或 ZeniMax Media 無隸屬關係,亦未受其背書或贊助。Dishonored 及相關名稱是 ZeniMax Media Inc. 的商標,
在此僅用於標示本專案與之相容的遊戲。 - 本儲存庫不包含任何遊戲資產、擷取內容或原版程式碼。執行階段會在執行時從您擁有的遊戲副本
讀取資料,並僅將衍生的快取寫入您的機器。 - 它不會規避防拷保護。研究工具僅讀取遊戲的檔案,且
可選擇性地測量您自己正在執行的副本。
授權條款
Copyright © 2026 Blink contributors.
本程式為自由軟體:您可以依據自由軟體基金會所發布的
GNU General Public License 條款(無論是第 3 版,或
(由您選擇)任何後續版本)重新散布及/或修改它。請參閱 LICENSE。
本授權條款僅涵蓋本專案的程式碼與文件,不涵蓋遊戲或其內容。
授權與來源聲明
原始 README 與翻譯沿用 GPL-3.0 授權;本次修改為繁中翻譯、連結與排版調整。可修改的 Markdown、原始 README、LICENSE 與 NOTICE 收錄於頂部文件包。原作遊戲內容與商標不因此獲得授權。
LICENSE
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THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
NOTICE
Blink includes code adapted from dishonored-bevy by Eamon (https://github.com/Eamo5/dishonored-bevy),
used with the author's permission:
- crates/ue3_shader/src/{sm3,shadercache,ue3prog}.rs (D3D9 SM3 bytecode to WGSL, shader cache reader, program assembly; from crates/dhcook/src)
- crates/dishonored_runtime/src/warmup.rs (shader / pipeline warm-up; from game/src/warmup.rs)
- crates/dishonored_runtime/src/ue3mat.rs and ue3_prepass.wgsl (materials rendered with their original shaders; from game/src/ue3mat.rs, game/src/ue3_prepass.wgsl)
- crates/dishonored_runtime/src/ue3_level.rs (building a level's original-shader materials, instance buffer, light-map page arrays and dynamic light passes; from game/src/level.rs, game/src/lightmap.rs)
- crates/dishonored_runtime/src/ppgraph.rs (the post-process graph: vector fields, motion blur node, node grades; from game/src/ppgraph.rs, game/src/postfx.rs uber_fields)
- crates/dishonored_assets/src/shaders.rs (loading the shader library; from crates/dhcook/src/lib.rs shader_library / cook_shader_library)
- crates/dishonored_assets/src/post_materials.rs (the post-process graph's materials, curves and grading nodes; from crates/dhcook/src/lib.rs POST_MATERIALS / mitv_curves, crates/dhcook/src/gamedata.rs post_nodes)
- crates/dishonored_assets/src/level.rs Importer::ue3_material and crates/dishonored_ir Ue3Material / PostCurve (linking a material to its shader map; from crates/dhcook/src/lib.rs ue3_material, crates/dhcook/src/format.rs)
- crates/dishonored_runtime/src/present_rules.rs dispatch_events / spawn_at / Particle::normal and the decal quad of effects.rs build_mesh (decal particles placed by generator events, lying on the struck surface; from game/src/particles.rs)
- crates/dishonored_runtime/src/gfx_hud.rs `update_task_markers` focus rule and distance text, the tutorial window triggers; crates/dishonored_runtime/src/hud_popups.rs `ASLEEP_CROSSHAIR_TEXT` / `focused_sleeper`; crates/dishonored_multiplayer/src/kismet_host.rs chapter-log tutorial window (logic and data adapted from game/src/markers.rs, interact.rs, campaign.rs, crosshair.rs; the widgets are decoded from the original movies)
- crates/dishonored_sim/src/interactables.rs, crates/dishonored_assets/src/interactables.rs, crates/dishonored_runtime/src/tripwires.rs (the hold-to-peek flow, the keyhole socket through the mesh bind pose and the drawn tripwire; adapted from game/src/keyhole.rs, game/src/traps.rs, crates/dhcook/src/lib.rs keyhole_socket; hold time, view limits and trip rules replaced by the decoded ones)
- crates/dishonored_sim/src/launchers.rs, crates/dishonored_assets/src/interactables.rs (launcher placement) (the launcher's flow: fired by the level's sequence, the shot sweeping through the characters in its way and then the world, the player disarming it for ammunition; adapted from game/src/traps.rs launch / fly_darts / disarm_focus; the ballistic aim arc, fire delay, view cone and constants replaced by the decoded rules)
- tools/mission/src/main.rs ini_missions (the campaign missions from DefaultGame.ini m_MissionsGame; from crates/dhcook/src/gamedata.rs missions_ini)

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