Aquesta és una versió anterior. La versió actual és la 2.0.0. AssetRipper 2.0.0 · Data de publicació:
Fitxers d’instal·lació 1.3.12
| Arquitectura | Tipus | Àmbit | Mida del fitxer | Baixa | SHA256 |
|---|---|---|---|---|---|
| 64 bits | ZIP → Portable | — | — | github.com | VirusTotal |
| ARM64 | ZIP → Portable | — | — | github.com | VirusTotal |
L’enllaç i l’SHA256 provenen del manifest comunitari del Gestor de paquets del Windows. Convé comparar el hash del fitxer baixat abans d’executar-lo.
Notes de la versió
Premium Edition
The corresponding premium release is here.
What's Changed
- Bump AssetRipper.TextureDecoder from 2.6.0 to 2.6.1 by @dependabot[bot] in #2137
- Use Path.GetTempPath() when the AssetRipper directory is not writable by @UlyssesZh in #2153
- Bump NUnit by @dependabot[bot] in #2147
- Bump SharpCompress from 0.47.0 to 0.47.1 by @dependabot[bot] in #2154 and #2162
- Bump AsmResolver.Symbols.Pdb from 6.0.0-beta.5 to 6.0.0-rc.1 by @dependabot[bot] in #2156
- Bump Microsoft.CodeAnalysis.Analyzers and Microsoft.CodeAnalysis.CSharp by @dependabot[bot] in #2160
- Bump Microsoft.AspNetCore.OpenApi from 10.0.3 to 10.0.5 by @dependabot[bot] in #2159
- Bump Swashbuckle.AspNetCore from 10.1.4 to 10.1.5 by @dependabot[bot] in #2163
- Translations update from Weblate by @Weblate-Samboy-Dev in #2129
- Ensure that MixedGameStructure includes all serialized files in a directory
- Call GC.Collect when Reset button is pressed
- Don't run processing if no asset collections loaded
- Bump AssetRipper.IO.Endian to 2.1.0
- Use an inline array in SerializedTypeBase instead of byte[]
- Use TextWriter in JsonContentExtractor
- Only read the header when getting the Unity version from data.unity3d
- Updated the list of dependency licenses
- Clear IAssetBundle::PreloadTable to reduce memory usage
- Change path for secondary assets when grouping by bundle name
- Add support for Windows Phone game structure
- Fix file extension for GameAssembly on Linux games
- Update dxil-spirv (premium edition)
- Fix bug when stage input length doesn't match vertex input semantics (premium edition)
- Automatically choose the best gpu platform to decompile when decompiling shaders with multiple platforms (premium edition)
Full Changelog: 1.3.11...1.3.12https://github.com/AssetRipper/AssetRipper/releases/tag/1.3.12