Integrate libmspack's LZX decompressor for Xbox 360 and UE-style compressed data. This replaces the need for external xcompress64.dll which was hanging/crashing on certain files. - Add mspack/ library (lzxd.c decompressor with Gildor's fixes) - Implement memory-based mspack_system for in-memory decompression - Support multiple LZX formats: raw streams, Xbox 360 block format, and Dead Rising 2's per-block format with 4-byte size headers - Add DecompressDeadRisingLZX() with per-block independent contexts to handle the block-based compression correctly Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
67 lines
924 B
Plaintext
67 lines
924 B
Plaintext
/build/
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/data/dlls/
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/data/fastfiles/
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/releases/
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/exports/
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/docs/
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.vscode/*
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.qmake.stash
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# Ignore Qt Creator user files
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*.pro.user
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*.pro.user.*
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*.qbs.user
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*.qbs.user.*
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*.creator.user
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*.creator.user.*
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*.creator.*
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*.ps1
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version.txt
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*.autosave
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*.XMODEL_EXPORT
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data/obj/*
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libs/*/release/*
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libs/*/debug/*
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.git.stash
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*Makefile*
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.claude/
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CLAUDE.md
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# Build artifacts
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*.lib
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*.pdb
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*.obj
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ui_*.h
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moc_*.cpp
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qrc_*.cpp
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# Temporary files
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*.bat
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stderr.txt
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stdout.txt
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nul
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%REPORT%
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test.md
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scripts/
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tools/steamcmd/
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# Environment files (API keys)
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.env
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# Build and deploy scripts (local config)
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build_debug.cmd
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build_release.cmd
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build_all_debug.sh
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build_all_release.sh
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deploy.sh
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# Auto-generated LaTeX config
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docs/appconfig.tex
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# Unused third-party libraries (not referenced in any .pro file)
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third_party/dx9_sdk/
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third_party/xna/
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third_party/zlib/
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third_party/lzxdhelper/
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