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https://github.com/gwdevhub/gMod.git
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Changes:
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed. * In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game. -> there is an option to disable the computation of hashes for rendering targets. * Enable or Disable the support of tpf mods affect now the game immediately. * Little rearrangements in the GUI. * uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
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@@ -203,9 +203,14 @@ int uMod_Language::LoadLanguage(const wxString &name)
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CheckEntry( command, msg, MenuRemoveSelectedPackages)
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CheckEntry( command, msg, MenuUpdate)
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CheckEntry( command, msg, MenuReload)
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CheckEntry( command, msg, MenuSupportTPF)
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CheckEntry( command, msg, ButtonUpdate)
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CheckEntry( command, msg, ButtonDirectory)
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CheckEntry( command, msg, CollapseModSettings)
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CheckEntry( command, msg, SupportTPF)
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CheckEntry( command, msg, ComputeRenderTargets)
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CheckEntry( command, msg, ExtractTexturesToDisk)
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CheckEntry( command, msg, DeleteExtractedTexturesOnDisk)
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CheckEntry( command, msg, ExtractPath)
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CheckEntry( command, msg, ChooseFile)
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CheckEntry( command, msg, ChooseDir)
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CheckEntry( command, msg, MultipleSingleFiles)
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@@ -310,10 +315,16 @@ int uMod_Language::LoadDefault(void)
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MenuUpdate = "Update";
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MenuReload = "Update (reload)";
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MenuSupportTPF = "Support TPF-Mods";
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ButtonUpdate = "Update";
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ButtonDirectory = "Set save directory";
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CollapseModSettings = "Settings";
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SupportTPF = "Support TPF-Mods";
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ComputeRenderTargets = "Compute hash also from rendering targets";
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ExtractTexturesToDisk = "Extract texture to disk (recommended for huge mod packages)";
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DeleteExtractedTexturesOnDisk = "Delete extracted textures if uMod is closed";
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ExtractPath = "Extract directory";
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ChooseFile = "Choose a file";
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ChooseDir = "Choose a directory";
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