Microsoft Public License

项目介绍

gro-ove/actools 是一个托管在 GitHub 上的开源项目,主要使用 C# 编写,采用 Microsoft Public License 许可证,目前获得 768 个 Star、95 次 Fork。

仓库全名
gro-ove/actools
开源许可证
Microsoft Public License
Star 数
768
Fork 数
95
未关闭 Issue
115

README 摘要

AcTools (and Content Manager) Set of utils and apps designed for Assetto Corsa. Some obsolete projects are moved here. Common libraries AcTools Main library, used by any other project (including Cars Manager and even modded KsEditor). Contains methods to work with common AC files, launches game and stuff. AcTools.GenericMods Small library for managing JSGME mods, fully compatible, but with optional hard links…

完整内容见 GitHub 原始 README 或本页 。

常见问题

actools 用什么语言开发?

主要使用 C# 编写,采用 Microsoft Public License 许可证,目前有 768 个 Star。

actools 可以免费商用吗?

仓库标注的许可证为 Microsoft Public License,商用前请先阅读仓库 LICENSE 文件确认授权范围。

如何获取 actools 的源码?

可以直接克隆仓库:git clone https://github.com/gro-ove/actools.git,默认分支为 master;安装与运行步骤见仓库 README。

actools 最近还在维护吗?

仓库最近一次更新为 7月3日,当前有 115 个未关闭 Issue;Star 数为 768,可作为社区活跃度的参考。

关于

Alternative launcher for Assetto Corsa named Content Manager, and some utils as well.

描述取自 GitHub 官方 API,中文内容由 GitRead 中文社区 编辑团队整理。

简要分析

热度分
1726
价值分
560
活跃状态
活跃

语言占比

C#
C++
CSS
HLSL
Python
Shell

README

AcTools (and Content Manager)

Build status Works badge License Release

Set of utils and apps designed for Assetto Corsa. Some obsolete projects are moved here.

Common libraries

  • AcTools

    Main library, used by any other project (including Cars Manager and even modded KsEditor). Contains methods to work with common AC files, launches game and stuff.

  • AcTools.GenericMods

    Small library for managing JSGME mods, fully compatible, but with optional hard links support.

  • AcTools.LapTimes

    Thing for reading best lap times from different sources. Uses LevelDb for reading from the original launcher (which saves times using Chromium’s IndexedDB).

  • AcTools.LapTimes.LevelDb

    Small “spin-off” which loads times from old AC database. It was made using IndexedDB in Chromium, which uses LevelDB underneath. Quite a mess if you want to read it. Thankfully, now it’s completely redundant, I’m going to remove it for good.

  • AcTools.Render

    A replacement for AcTools.Kn5Render. Has a much more thoughtful architecture and thereby contains two different renderers: Lite (very simple skins-editing DX10-compatible version) and Dark (extended variation of Lite, with lighting, skinning and a lot of effects such as SSLR, SSAO, PCSS). Both use forward rendering. There was also deferred renderer, but it was quite poor and got moved away.

    Apart from simple rendering, has a bunch of special modes, allowing to update ambient shadows, AO maps, recalculate tracks’ maps and outlines.

    Dark Showroom

    Dark Showroom

    Dark Showroom

    Lite Showroom

  • LicensePlates

    Fully independent from AcTools.* library which generates number plates using Lua to interpret style files and Magick.NET to create and save textures. In action.

  • StringBasedFilter

    Small library for filtering objects by queries like *ca & !(country:c* | year<1990).

Content Manager

Other apps

Build notes

  • For now, only x86 platform is supported. Projects can be built in x64, but, most likely, it won’t work. It should be fixable, all referenced libraries have both x86 and x64 version. Going to solve it later.

  • If you need a support for new Windows 8, 8.1 and 10 notifications, make sure this path is correct. If it’s not, or you don’t have that library, no problem, dependant piece of code will be disabled, and fallback notifications will be used.

  • I use a couple of small tools (mostly Cygwin shell scripts) to increment version number and auto-build T4 templates automatically, but they are disabled by default unless you have ACTOOLS_BUILD_SCRIPTS=On environment variable set. So… Don’t set it, or make sure you have something compatible in your system. If needed, I’d be glad to send my scripts to you.

  • You might need to install DirectX SDK to rebuild AcTools.Render/Shaders/Shaders.tt. But, just in case, built Shaders.cs and Shaders.resources are already included. Also, it takes quite a long time to rebuild those shaders, up to 5–10 minutes on my PC.

  • Feel free to contact me anytime. I don’t have any experience with open-source projects, but I’d be glad to learn.

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