diff --git a/CHANGELOG.md b/CHANGELOG.md index 2f0d2927..cb65fb15 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,7 +11,7 @@ - new and updated opcodes - **0DD5 ([get_game_platform](https://library.sannybuilder.com/#/sa/CLEO/0DD5))** - **2000 ([resolve_filepath](https://library.sannybuilder.com/#/sa/CLEO/2000))** - - **2001 ([get_script_name](https://library.sannybuilder.com/#/sa/CLEO/2001))** + - **2001 ([get_script_filename](https://library.sannybuilder.com/#/sa/CLEO/2001))** - 'argument count' parameter of **0AB1 (cleo_call)** is now optional. `cleo_call @LABEL args 0` can be written as `cleo_call @LABEL` - 'argument count' parameter of **0AB2 (cleo_return)** is now optional. `cleo_return 0` can be written as `cleo_return` - opcodes **0AAB**, **0AE4**, **0AE5**, **0AE1**, **0AE2** and **0AE3** moved to the [FileSystemOperations](https://github.com/cleolibrary/CLEO5/tree/master/cleo_plugins/FileSystemOperations) plugin @@ -27,6 +27,7 @@ - more detailed error messages in some scenarios - some errors now cause the script to pause, instead of crashing the game - SCM functions **(0AB1)** now keep their own GOSUB's call stack +- updated included Silent's ASI Loader to version 1.3 ### Bug Fixes @@ -55,194 +56,7 @@ - project migrated to VS 2022 - configured game debugging settings - plugins moved into single solution -- updated pack_release.bat script +- configured automatic releases on GitHub - added setup_env.bat script - -## 4.4.4 - -- added string arguments support to 0AB1 (cleo_call) -- fix an issue when PRINT_STRING and PRINT_BIG_STRING would overwrite each other (see https://github.com/cleolibrary/CLEO4/issues/80) -- update BASS.dll to the latest to solve some issues with audio in game (see https://github.com/cleolibrary/CLEO4/issues/70) -- added support of variable length arguments longer than 128 characters - -## 4.4.3 - -- added correct support of condition result to opcodes 0AB1 0AB2. Fixes possible bugs when 0AB1 are used in multi conditional if statements. -- set condition result in 0ADA and 0AD8 - -## 4.4.2 - -- fix eventual crash when using the game's user track player radio station (see https://github.com/cleolibrary/CLEO4/issues/38 for details) -- fix 0AAA opcode not working with scripts from main.scm - -## 4.4.1 - -- fix some issues with audio stream output #61 (by @GeTechG) -- compatibility with latest plugin-sdk - -## 4.4.0 - -- Dropped Windows XP support - -## 4.3.24 - -- Added the export of some functions required for new version of the CLEO+ plugin, and can be used in other plugins: CLEO_GetScriptTextureById, CLEO_GetInternalAudioStream, CLEO_CreateCustomScript, CLEO_GetLastCreatedCustomScript, CLEO_AddScriptDeleteDelegate, CLEO_RemoveScriptDeleteDelegate. -- Fixed sounds not pausing when unfocus (thanks to dkluin). -- Opcodes for finding entities (0AE1, 0AE2, 0AE3) now use a distance check with optimized performance, and ignore the distance limitation if the argument sent is greater than 1000.0. -- Opcode for finding peds (0AE1) now makes it possible to send "-1" in the "pass_deads" parameter to ignore all checks and return literally all peds. -- Opcode for car number of gears (0AB7) now returns from vehicle class itself instead of using model and handling arrays — now compatible with f92la and IndieVehicles. -- Opcodes for blip target coordinates (0AB6), car name (0ADB) and spawn (0ADD) are now compatible with f92la. -- Now the full version is shown in the SDK and menu text. - -## 4.3.23 - -- Now you can use string pointer in the file address parameter for .ini files opcodes. -- Fixed the 0ABA opcode causing heap corruption. -- Fixed shared variables not reset correctly. Which caused malfunctions in mods that use them and you play a new game or load game in a slot without the variables. - -## 4.3.22 - -- Now creates cleo, cleo/cleo_saves and cleo/cleo_text directories on startup if they do not exist -- Fix to issue with 0AE9 not returning result - -## 4.3.21 - -- Fixed operand type IDs in CLEO.h -- Added 'extern' to variables declared in CLEO.h -- Fix to issue with 0AB1 in missions not storing mission locals - -## 4.3.19-20 - -- Fixed issue with 0AB1 passing incorrect variable scope in missions -- Updated SDK version - -## 4.3.17-18 - -- Fixed potential future problem with 0AB0 which used methods with undefined behaviour -- Fixed incorrect method used for 0AB7 - -## 4.3.16 - -- Fixed bugs with CLEO saves when saved scripts ended -- Prevented crashing when invalid audiostream handles are used - -## 4.3.15 - -- Improvemed compatibility fix for opcodes 0AE1, 0AE2 and 0AE3 with incorrect find_next usage - -## 4.3.14 - -- Fixed 0AAA only returning custom scripts -- Fixed many things which use the 'SCM Block' or 'Mission Local Storage' space -- Fixed parameters being passed to script local storage instead of mission local storage through 0A94 -- Fixed potential problems with iteration through the script queues (may cause rare and hard to trace bugs) - -## 4.3.13 - -- Fixed crashing when starting a new game after a game has already started with CLEO scripts installed -- Possibly fixed other issues with starting a game with CLEO scripts installed - -## 4.3.12.1 - -- Un-did the 'Scripts no longer load prematurely' fix as it caused scripts to not load certain circumstances (like before CLEO 4) -- Included 'cleo_text' folder in installation - -## 4.3.12 - -- Fixed string parameter skipping in 'SkipOpcodeParams' used by CLEO plugins -- 0AC8 now returns a NULL value to the output var if allocation failed (as it did before 4.3a) -- 0AC9 now checks the memory was allocated by 0AC8 before attempting to free it -- FXT references are now case insensitive (as they were before 4.3a) -- File operations now check the input handle isn't null (as it seems was the way before 4.3a) -- 'Loaded mission' status now reset on new/loaded game (as it was before 4.3a) -- Scripts no longer load prematurely (like before 4.3a) -- Resolved conflicts with other menu hooks such as 'HUME' -- Other minor tweaks - -## 4.3.11 - -- Fixed crash with 0ADA in scripts beginning with an opcode ending in '00' - -## 4.3.10 - -- Improvements to opcodes 0AE1, 0AE2 and 0AE3 - now loops around the pool even when the 'find_next' flag isn't used correctly -- Fixed 0AD2 not returning peds targetted with the mouse, while targetting with a pad worked - -## 4.3.9 - -- Will now be able to start a CLEO mission after recently finishing a standard mission -- Will no longer error & terminate when scripts fail to open and instead simply log the error -- Will no longer terminate on warnings -- No longer includes paths in automatically generated script names (e.g. cleo\dir\demo.cs is now named 'demo.cs' and not 'dir\dem') -- Improved handling of script load errors - -## 4.3.8 - -- Fixed crash which would occur when missions were ended with 004E - -## 4.3.7 - -- Custom missions launched by CLEO scripts now inherit their compatibility mode - possibly fixing incompatibilities with mods using custom missions -- The current directory set by 0A99 is now script-dependant and only affects running CLEO scripts (not the entire game or the main.scm) -- Text and texture/sprite draws are now script-dependant (doesn't affect main.scm scripts) - -## 4.3.0 - -- Replaced code which dynamically allocated and deallocated memory for script parameters every time 0AA5-0AA8 were called with static arrays -- Removed a script execution loop replacement which wasn't used for anything important and weirdly only worked with 1.0US that caused crashes with script logging plugins -- Added support for Steam (v3) versions of gta_sa.exe -- Prevented the local storage from being initialized in SCM functions when the script is in CLEO 3 compatibility mode ('.cs3' extension) - -### Updates to behaviour of following opcodes: - -#### 0A99 - -CHANGE_DIRECTORY can now correctly change to the program directory - -#### 0A9A - -OPEN_FILE now uses a 'legacy' mode when passing an integer as the mode parameter for compatibility of CLEO file handles and SA file handles -Note that you should really not pass CLEO file handles to game functions. However, this legacy mode now ensures that the handles are compatible. -Other file functions have also been updated ensuring that game file handles are passed to relevant game functions. -It is recommended to not rely on passing files to game functions and instead use CLEO 4's in-built file functions in future. - -#### 0AD1 - -CALL now accepts string input, which is passed as a string pointer following string convention - -#### 0AD4 - -SCAN_STRING now returns a condition result - -#### 0AE6 - -FIND_FIRST_FILE now accepts string array output - -#### 0AE3 - -FIND_ALL_RANDOM_OBJECTS_IN_SPHERE now ensures no fading objects are returned and returns -1 instead of 0 on failure - -#### 0AE2 - -FIND_ALL_RANDOM_CARS_IN_SPHERE now ensures no script vehicles or fading vehicle are returned and returns -1 instead of 0 on failure - -#### 0AE1 - -FIND_ALL_RANDOM_CHARS_IN_SPHERE now ensures no script characters or fading characters are returned and returns -1 instead of 0 on failure - -#### 0ADF - -ADD_TEXT_LABEL now updates existing text labels if they already exist - -#### 0AD6 - -IS_END_OF_FILE_REACHED now returns true if a file error occured - -#### 0AD2 - -GET_CHAR_PLAYER_IS_TARGETING now returns -1 instead of 0 when no target is found - -#### 0AB5 - -STORE_CLOSEST_ENTITIES now ensures no script entities or fading entities are returned and ensures the player ped is not returned +For older changes, see [CLEO4 changelog](https://github.com/cleolibrary/CLEO4/blob/master/CHANGELOG.md)