dtmt/lib/sdk/Cargo.toml
Lucas Schwiderski bcbc005df7
Implement more texture formats
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.
2025-02-19 11:14:04 +01:00

30 lines
866 B
TOML

[package]
name = "sdk"
version = "0.3.0"
edition = "2021"
[dependencies]
async-recursion = { workspace = true }
bitflags = { workspace = true }
byteorder = { workspace = true }
color-eyre = { workspace = true }
csv-async = { workspace = true }
fastrand = { workspace = true }
flate2 = { workspace = true }
futures = { workspace = true }
futures-util = { workspace = true }
glob = { workspace = true }
luajit2-sys = { workspace = true }
nanorand = { workspace = true }
num-derive = { workspace = true }
num-traits = { workspace = true }
oodle = { workspace = true }
path-slash = { workspace = true }
pin-project-lite = { workspace = true }
serde = { workspace = true }
serde_sjson = { workspace = true }
strum = { workspace = true }
tokio = { workspace = true }
tokio-stream = { workspace = true }
tracing = { workspace = true }
tracing-error = { workspace = true }