* [Hyrule Warriors] Fixed coop-gamepad resolution (#212)
Thanks to @offline2007 for making a PR with this fix.
* [BotW] Add more lava artifact spots
Thanks to Soos from the discord for reporting these two spots.
Seems like there's likely some more manual editing that needs to be done, these shaders are just very minor (name) changes on the primarily used lava lake shader.
* Add Minecraft
* Shit pack
Probably only prevents HUD from counting down lmao
* add Splatoon LOD Bias pack
* Add BotW LOD Bias
* Change LOD Bias settings for BotW & Splat
Pretty much NVIDIA Inspector -3 now... If you want -16 you know what to do:
overwriteLodBias = -16
* [SSB4] Replace pixel mess with black screen
Should take care of the character issue, but it's now a black screen...
If you want to go back to the old method, comment out the width and height overrides and uncomment the format override
https://cdn.discordapp.com/attachments/416648220433711116/442867371229708311/unknown.png
* Add Runner2
Blur automatically disabled in res packs, separate pack made for native res users
Will add other regions at later date unless someone beats me to it
* Add other regions to Runner2
Demo title id included
* Switch to Travis CI with multiple builds
This will swap over to Travis which offers native linux builds. It's, against our expectations, slower or equal (probably due to lower specs), then our current Appveyor build. It does allow for a cleaner build and also implements a way to add random resolutions people would like to be added in our new 2 parallel building method. It builds Github Releases that contain multiple assets. This'll also make the common downloaded resolutions be more on their own so that people won't have loading problems. Also, the building process contains less initial spam due to the Travis' line folding. If there's an error from the php script it'll unfold automatically so no information is really hidden.
* Move shadow packs to main pack
As talked about in #143
* remove splatoon shader edit
Same shader is also in the main pack... confusing
* Add end-screen fix for shadow scaling
Also added a label. Could mean that there's a need to scale a different shader like
https://github.com/slashiee/cemu_graphic_packs/issues/149#issuecomment-379528843 suggests, although I'm not sure anymore.
Fix some errors in the normal resolution file, that are affecting the ultrawide modes.
The original file uses scaleFactorY for width which shouldn't matter for normal scaling but makes some different values when using non-16:9 proportion.