The second compression method found in the game's code seems to be Zlib,
but it doesn't seem to be used in the game files. What does get used is
a compression type of `0`, which appears to be uncompressed data.
For DDS formats, all the ones that are currently used by in the game
files can be emitted as is. Though for some of them, other tools might
not be able to display them.
While this is an unstable dev release, its only significant change is
exactly the one I need: dropping `steam-vdf` and its out-of-date `nom`
dependency.
This makes switching between branches that introduce new crates easier.
During switching, Git sometimes leaves directories in the tree, e.g.
submodules, and those then produce issues when trying to compile in a
branch that doesn't use that workspace member.
Since I now found a way to obtain a version of the Oodle library
compiled for Linux, I don't need to bother with Wine anymore, and
can instead load the library directly.
This removes the need for the extra utility completely.
I still have to load the library at runtime, though, as Rust only
supports static linking, and I probably don't have a lincense to do
that with Oodle.