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1.0.6 release
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3 changes: 2 additions & 1 deletion CHANGELOG.md
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### 1.0.6
### 1.0.6 - January 11, 2023

- new built-in functions `addEventListener` and `dispatchEvent`. See https://re.cleo.li/docs/en/events.html
- add `setTimeout`, `setInterval`, `clearTimeout`, `clearInterval`. See https://re.cleo.li/docs/en/api.html
- add `.cs`, `.js`, `.ts` to the list of allowed file extensions for [CLEO.runScript](https://re.cleo.li/docs/en/api.html#cleorunscript)
- fix a rare deadlock causing scripts to stop on timeout
- fix an issue causing script failures after hot reload
- fix an issue when Bully commands returned incorrect values

**SDK AND PLUGINS**
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4 changes: 2 additions & 2 deletions docs/en/async.md
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# Asynchronous Programming

> This feature is highly experimental and might be unstable.
- [Async API](#async-api)
- [Async Functions](#async-functions)
- [Concurrent Async Functions](#concurrent-async-functions)
Expand Down Expand Up @@ -173,3 +171,5 @@ When importing JSON files, its content is available via `default` property.
## setTimeout and setInterval

It is easy to implement `setTimeout` and `setInterval` using `asyncWait` and `async` functions. You can [find an implementation example here](https://github.com/cleolibrary/CLEO-Redux/blob/master/examples/setTimeout%2C%20setInterval.js).

Since 1.0.6 these functions are [part of the standard library](./api.md) and are available in all scripts.
8 changes: 4 additions & 4 deletions docs/en/using-memory-64.md
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> This guide is for x64 hosts (e.g. the remastered trilogy). For the information on using the Memory class on x86 (classic era games) [click here](./using-memory.md).
- [Reading and Writing Values](#reading-and-writing-values)
- [Reading and Writing Numbers](#reading-and-writing-numbers)
- [Reading and Writing Strings](#reading-and-writing-strings)
- [Casting methods](#casting-methods)
- [Calling Foreign Functions](#calling-foreign-functions)
Expand Down Expand Up @@ -59,9 +59,9 @@ interface Memory {
}
```

### Reading and Writing Values
### Reading and Writing Numbers

Group of memory access methods (`ReadXXX`/`WriteXXX`) can be used for reading or modifying values stored in the memory. Each method is designed for a particular data type. To change a floating-point value (which occupies 4 bytes in the original game) use `Memory.WriteFloat`, e.g.:
A group of memory access methods (`ReadXXX`/`WriteXXX`) can be used for reading or modifying numbers stored in the memory. Each method is designed for a particular data type. For example, to change a floating-point number (which occupies 4 bytes in the original game) use `Memory.WriteFloat`:

```js
Memory.WriteFloat(address, 1.0, false, false);
Expand Down Expand Up @@ -93,7 +93,7 @@ For your convenience you can find the current value of the image base in the `cl
09:27:35 [INFO] Image base address 0x7ff7d1f50000
```

Similarly, to read a value from the memory, use one of the `ReadXXX` methods, depending on what data type the memory address contains. For example, to read a 8-bit signed integer (also known as a `char` or `uint8`) use `Memory.ReadI8`, e.g.:
Similarly, to read a value from the memory, use one of the `ReadXXX` methods, depending on what data type the memory address contains. For example, to read a 8-bit signed integer (also known as a `char` or `uint8`) use `Memory.ReadI8`:

```js
var x = Memory.ReadI8(offset, true, true);
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8 changes: 4 additions & 4 deletions docs/en/using-memory.md
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> This guide is for x86 hosts (such as classic era games). For the information on using the Memory class on x64 hosts (such as the Definitive edition) [click here](./using-memory-64.md).
- [Reading and Writing Values](#reading-and-writing-values)
- [Reading and Writing Numbers](#reading-and-writing-numbers)
- [Reading and Writing Strings](#reading-and-writing-strings)
- [Casting methods](#casting-methods)
- [Calling Foreign Functions](#calling-foreign-functions)
Expand Down Expand Up @@ -83,17 +83,17 @@ interface Memory {
}
```

### Reading and Writing Values
### Reading and Writing Numbers

Group of memory access methods (`ReadXXX`/`WriteXXX`) can be used for reading or modifying values stored in the memory. Each method is designed for a particular data type. To change a floating-point value (which occupies 4 bytes in the original game) use `Memory.WriteFloat`, e.g.:
A group of memory access methods (`ReadXXX`/`WriteXXX`) can be used for reading or modifying numbers stored in the memory. Each method is designed for a particular data type. For example, to change a floating-point number (which occupies 4 bytes in the original game) use `Memory.WriteFloat`:

```js
Memory.WriteFloat(address, 1.0, false);
```

where `address` is a variable storing the memory location, `1.0` is the value to write and `false` means it's not necessary to change the memory protection with `VirtualProtect` (the address is already writable).

Similarly, to read a value from the memory, use one of the `ReadXXX` methods, depending on what data type the memory address contains. For example, to read a 8-bit signed integer (also known as a `char` or `uint8`) use `Memory.ReadI8`, e.g.:
Similarly, to read a number from the memory, use one of the `ReadXXX` methods, depending on what data type the memory address contains. For example, to read a 8-bit signed integer (also known as a `char` or `uint8`) use `Memory.ReadI8`:

```js
var x = Memory.ReadI8(address, true);
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8 changes: 4 additions & 4 deletions installer/cleo_redux.iss
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#define AppName "CLEO Redux"
#define AppVersion "1.0.6-dev.20230101"
#define AppVersion "1.0.6"
#define AppPublisher "Seemann"
#define AppURL "https://re.cleo.li"
#define SourceDir "..\"
Expand Down Expand Up @@ -135,8 +135,8 @@ Source: "{#OutputDir}\bully\CLEO\.config\enums.js"; DestDir: "{app}\CLEO\.config

; UAL
; x86
Source: "{tmp}\dinput8.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: isIV and IsX86; AfterInstall: Extract('{app}\dinput8.zip', 'dinput8.dll', '{app}'); Components: asiloader;
Source: "{tmp}\vorbisFile.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: not isIV and IsX86; AfterInstall: Extract('{app}\vorbisFile.zip', 'vorbisFile.dll', '{app}'); Components: asiloader;
Source: "{tmp}\dinput8.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: (isGTA3 or IsVC or isIV) and IsX86; AfterInstall: Extract('{app}\dinput8.zip', 'dinput8.dll', '{app}'); Components: asiloader;
Source: "{tmp}\vorbisFile.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: not isGTA3 and not isVC and not isIV and IsX86; AfterInstall: Extract('{app}\vorbisFile.zip', 'vorbisFile.dll', '{app}'); Components: asiloader;
; x64
Source: "{tmp}\d3d9.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: isRe and IsX64; AfterInstall: Extract('{app}\d3d9.zip', 'd3d9.dll', '{app}'); Components: asiloader;
Source: "{tmp}\version.zip"; DestDir: "{app}"; Flags: deleteafterinstall external; Check: not isRe and IsX64; AfterInstall: Extract('{app}\version.zip', 'version.dll', '{app}'); Components: asiloader;
Expand Down Expand Up @@ -597,7 +597,7 @@ begin
else
DownloadPage.Add('{#UAL64}/version.zip', 'version.zip', '');
if IsX86() then
if IsIV then
if IsGta3 or IsVC or IsIV then
DownloadPage.Add('{#UAL32}/dinput8.zip', 'dinput8.zip', '')
else
DownloadPage.Add('{#UAL32}/vorbisFile.zip', 'vorbisFile.zip', '');
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2 changes: 1 addition & 1 deletion website/index.html
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Expand Up @@ -123,7 +123,7 @@ <h1 class="font-weight-bold d-flex justify-content-center">
data-translate="download"
>Download</a
>
<small class="pt-1 text-muted">v1.0.5 | December 15, 2022</small>
<small class="pt-1 text-muted">v1.0.6 | January 11, 2022</small>
</div>
</div>
</div>
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