TinyButStrong Error in field [var.version...]: the key 'version' does not exist or is not set in VarRef. (VarRef seems refers to $GLOBALS) This message can be cancelled using parameter 'noerr'.

TinyButStrong Error in field [var.version...]: the key 'version' does not exist or is not set in VarRef. (VarRef seems refers to $GLOBALS) This message can be cancelled using parameter 'noerr'.
 Q-Dir 軟體歷史版本 Download Page19 :: 軟體兄弟

Q-Dir 歷史版本列表 Page19

最新版本 [var.version]

Q-Dir 歷史版本列表

Q-Dir(四資源管理器)是一個創新的文件管理器的 Windows,是從根本上建立起來,使用戶能夠在真正的多任務環境中控制他們的文件。通過將界面從兩個窗格擴展到三個或四個,專業人員和新手都可以完全控制其存儲驅動器,文件和目錄。 您可以將所有窗格指向您希望的任何位置(另外,每個窗格可以根據您的需要進行配置),使用簡單的鍵盤或鼠標命令複製和移動數據,選擇特定的顏色編碼以擴展您的選擇,可以在傳統的 W... Q-Dir 軟體介紹

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ReShade 4.9.1 查看版本資訊

更新時間:2021-01-10
更新細節:

ReShade 4.9.0 查看版本資訊

更新時間:2021-01-04
更新細節:

What's new in this version:

- Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).
- Improved HLSL and GLSL loop code generation for simple condition expressions
- Improved general frame update performance slightly
- Changed editor window to support opening multiple tabs pointing to different files
- Changed logging to use Win32 API directly (to allow multiple editors to open the log simultaneously)
- Changed texture pooling to not share textures within the same effect file
- Renamed screenshot config section to "SCREENSHOT" instead of "SCREENSHOTS" (setup tool will update your config automatically)
- Renamed depth buffer detection related config options to all reside within a "DEPTH" section instead of separate "D3D9/10/11/12/OPENGL/VULKAN" sections
- Renamed all references to "shaders" to "effects"
- Cleaned up punctuation in log messages

Added:
- effect caching
- support for D3D12on7 (ReShade now works in Cyberpunk 2077 on Windows 7)
- depth buffer copy before clear in OpenGL (depth buffer detection now works in Minecraft)
- ReShade FX support for rectangular matrices and integer matrix multiplication
- error to log when trying to capture screenshot for 16-bit back buffer (which is not supported)
- option to move all techniques from an effect file simultaneously in the UI technique list by pressing the shift key
- text logging for some common back buffer formats
- debug names to D3D11 and D3D12 objects in release builds to simplify debugging with the debug layers
- option to filter application list in setup tool using custom search terms (start typing into the text box at the bottom of the application list to filter it)
- warning message box to setup tool when enabling global Vulkan layer

Fixed:
- local network traffic (on localhost) counting towards the network detection heuristic
- This means that depth buffer detection is no longer blocked in games that run local servers in single player, like in Minecraft
- mouse cursor being locked in a small portion of the screen in some games
- corrupted depth data in D3D12 apps (e.g. Cyberpunk 2077)
- ReShade not showing up in D3D9 apps that do not have an override window set for presentation (e.g. MPC-HC)
- progress bar for compiling effects not actually showing any progress
- enabling an effect not auto-selecting the relevant tab in the variable list if the tab UI is used instead of the tree UI
- disabling "Load only enabled effects" option not reloading skipped effects
- potential crash when an INI file is loaded while effects are still being loaded
- OpenGL context creation using incorrect profile flags when game is using OpenGL 3.0 or 3.1
- OpenGL compatibility flag not being set in some cases for legacy contexts
- global app config options being read from wrong section in DXGI
- D3D11 texture description not being overwritten for "ID3D11Device3::CreateTexture2D1" calls
- "vkDestroyDevice" hook not being called
- hook error logged on Windows 7 when "CreateDXGIFactory2" is called
- it being possible to move variable editor splitter outside window area
- preprocessor hanging when encountering macro with an unterminated argument list
- duplicate sample and storage references in effect passes
- crash if an invalid sampler or storage is referenced in effect pass
- setup tool exception when extracting repository without a dedicated "Textures" directory

Wappalyzer for Chrome 6.5.21 查看版本資訊

更新時間:2020-12-10
更新細節:

ReShade 4.8.2 查看版本資訊

更新時間:2020-10-31
更新細節:

VASSAL Engine 3.4.6 查看版本資訊

更新時間:2020-10-12
更新細節:

What's new in this version:

Bug fixes:
- NPE in GamePieceOpImpl.getTileIndices()
- Dragging a card/piece off the top of a deck should not also band-select
- At-Start Stacks and Decks in board appear in wrong place if map padding specified
- Edited modules containing HTML img elements can't be saved on Windows
- At-Start Stack using Grid Location uses Location on first board, not chosen board (additional fix for 12576)

VASSAL Engine 3.4.5 查看版本資訊

更新時間:2020-10-07
更新細節:

What's new in this version:

Fixed:
- Module Manager "Show Error Log" doesn't

VASSAL Engine 3.4.4 查看版本資訊

更新時間:2020-10-06
更新細節:

What's new in this version:

Bug fixes:
- Backspacing in NamedHotKeyConfigurer will no longer shift focus
- Using BeanShell string functions in Calculated Property crashes Editor
- Always initialise Deck on New/Load game
- Reinstate behavior of floating point expression evaluation
- ClassCastException in SetPersistentPropertyCommand.execute()
- NegativeArraySizeException when receiving first private message

VASSAL Engine 3.4.3 查看版本資訊

更新時間:2020-09-24
更新細節:

What's new in this version:

Bug fixes:
- Bundle Java 15 with Windows and Mac packages
- Add button for toggling password visibility
- Multiple scaling or rotation of SVG images failed to compound
- NPE in BoardPicker.getSelectedBoardNames() when changing owning Board of an At-Start Stack
- Allow Module Managers from different versions to run simultaneously
- "Bad Module Data" messages with less-than symbols misinterpreted as HTML when HTML turned on in module
- Clarify deprecation messages
- OBSCURED_BY_OTHERS property now returns null instead of a value in face down decks when tested using GKCs
- Pieces move too fast while "Repositioning stack" in HDPI monitors
- Cannot add or edit items when editing an Extension on Linux or Macs
- Use better color picker on Linux
- Player creates saveGame twice in a row when starting a log file
- Background transparency in Text Labels not working
- Improved error message for NoSuchElementException in Decorator.mergeState()

CudaText 1.113.0.0 (64-bit) 查看版本資訊

更新時間:2020-09-21
更新細節:

What's new in this version:

Added:
- option "numbers_style" has additional value for "relative" line numbers, almost like in VSCode
- Windows: top menu bar is themed
- dialog "File is too big" also shows file size (in Mb)
- dialog "File is maybe not text" must not appear at all for too big files
- for files bigger than 50Mb, editor won't detect file encoding and force UTF8 (reason: much slower loading for non-UTF8 encoding)

Fixed:
- few bugs in lexers C++, JavaScript

JRiver Media Center 27.0.15 (64-bit) 查看版本資訊

更新時間:2020-09-21
更新細節:

What's new in this version:

- Changed: Video pause will fire the OSD when in full screen mode now
- Changed: Updated the play / pause handling in the TV control and JRiver video engine to match the standard video engine