unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
56 lines (55 loc) • 2.11 kB
TypeScript
import { FGuid } from "../objects/core/misc/Guid";
import { FArchive } from "../reader/FArchive";
export declare enum EFRenderingObjectVersion {
BeforeCustomVersionWasAdded = 0,
IndirectLightingCache3BandSupport = 1,
CustomReflectionCaptureResolutionSupport = 2,
RemovedTextureStreamingLevelData = 3,
IntroducedMeshDecals = 4,
ReflectionCapturesStoreAverageBrightness = 5,
ChangedPlanarReflectionFadeDefaults = 6,
RemovedRenderTargetSize = 7,
MovedParticleCutoutsToRequiredModule = 8,
MapBuildDataSeparatePackage = 9,
TextureStreamingMeshUVChannelData = 10,
TypeHandlingForMaterialSqrtNodes = 11,
FixedBSPLightmaps = 12,
DistanceFieldSelfShadowBias = 13,
FixedLegacyMaterialAttributeNodeTypes = 14,
ShaderResourceCodeSharing = 15,
MotionBlurAndTAASupportInSceneCapture2d = 16,
AddedTextureRenderTargetFormats = 17,
FixedMeshUVDensity = 18,
AddedbUseShowOnlyList = 19,
VolumetricLightmaps = 20,
MaterialAttributeLayerParameters = 21,
StoreReflectionCaptureBrightnessForCooking = 22,
ModelVertexBufferSerialization = 23,
ReplaceLightAsIfStati = 24,
ShaderPermutationId = 25,
IncreaseNormalPrecision = 26,
VirtualTexturedLightmaps = 27,
GeometryCacheFastDecoder = 28,
LightmapHasShadowmapData = 29,
DiaphragmDOFOnlyForDeferredShadingRenderer = 30,
VirtualTexturedLightmapsV2 = 31,
SkyAtmosphereStaticLightingVersioning = 32,
ExplicitSRGBSetting = 33,
VolumetricLightmapStreaming = 34,
RemovedSM4 = 35,
MaterialShaderMapIdSerialization = 36,
StaticMeshSectionForceOpaqueField = 37,
AutoExposureChanges = 38,
RemovedEmulatedInstancing = 39,
PerInstanceCustomData = 40,
AnisotropicMaterial = 41,
AutoExposureForceOverrideBiasFlag = 42,
AutoExposureDefaultFix = 43,
VolumeExtinctionBecomesRGB = 44,
VirtualTexturedLightmapsV3 = 45,
LatestVersion = 45
}
export declare class FRenderingObjectVersion {
static readonly GUID: FGuid;
static get(Ar: FArchive): number;
}