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