Support for patch 1.6
TweakDB.CreateRecord
, TweakDB.CloneRecord
, and TweakDB.DeleteRecord
now support TweakDBID
as a parameter type
Updated usedhashes.kark
to the new URL
Moved to OpenResty Lua JIT
Support for patch 1.52.1 (made up name, they didn't bother to name it AGAIN)
Support for patch 1.52
Fix crash on Windows 7.
Fix LoadTexture overwriting the previously loaded texture.
Support for patch 1.5 hotfix 2
ImGui.LoadTexture(string path)
returns a texture loaded from an image on disk in the mods' directory.
ImGui.Image(texture)
displays a texture loaded with the LoadTexture
function.
Full Api is as follows, note that you may omit parameters after texture and default values will be used (Texture texture, ImVec2 size, ImVec2 uv0, ImVec2 uv1, ImVec4 tintColor, borderColor)
Added stb to load images.
Fixed bad screen skip fix.
Support for patch 1.5 v2
Changed the archive hashes to use the wolvenkit KARK files for TweakDB editing
red4ext updated to 1.3.1
Support for patch 1.5
red4ext updated to 1.3.0
mimalloc updated to 2.0.3
sqlite3 updated to 3.37.0+200
Special thanks to WopsS, psiberx and Sombra for their help with this patch!
exEntitySpawner does not work.
No pedestrian patch is not tested.
Fix cursor not getting locked to the game.
Fix skip start screen patch not working.
Support for patch 1.5
exEntitySpawner does not work.
No pedestrian patch is not tested.
Feel free to tell us any other issue that may arise on github/discord.
mimalloc updated to 2.0.3
sqlite3 updated to 3.37.0+200
Improve the d3d12 hook to fix a crash when using ReShade < 5.
Improve the d3d12 hook to avoid conflicts with other overlays.
Fixed random crashes when overridden method has a script reference parameter.
Fixed random crashes when working with game structs.
Fixed random crashes for very frequently called overrides (such as GameObject.OnGameAttached
and GameObject.OnDetach
on game reload).
Fixed random crashes for hotkeys and inputs (for example, binding the mouse wheel had a very high chance of causing crashes).
Fixed potential issues when CET mods that modify TweakDB are used with TweakDBext mods at the same time.
Added the ability to add new free flats to TweakDB.
Contains: 623, 625, 628 and 629
Fix bad allocation causing crashes when using some RTTI types
When using Override()
the handler receives the original function (or next in the override chain) as the last parameter
The wrapped function can be called multiple times
If any of the overrides fail then the entire override chain also fails
Observers can be called before and after the target function using ObserveBefore()
and ObserveAfter()
Observe()
is an alias for ObserveBefore()
All observers are guaranteed to be called even if overrides and other observers fail
It's possible to observe and override static class methods
Full name should be used when overriding a scripted static method
Use weak handle for self
in overrides. This should decrease the number of unreleased references and make CET less dependent on garbage collection.
Reuse overridden functions on mods reload. This fixes a potential issue with the native function registry, which has a hard limit on the number of registered functions.
Support out params in overrides.To properly handle out params in overrides:
Accept all params in the handler
Don't pass out params to the wrapped function
Return all results from the handler
Added support for mods deployed as a symlink for the mod directory
Added Lua function to check if the mod archive is installed:
Use FromVariant(variant)
to extract the value
Use ToVariant(value)
to pack the value when the type is unambiguous
Use ToVariant(value, type)
when the type is ambiguous or you wanna force the type
The type of the array is resolved from the first element when possible
Added event for early TweakDB changes:
Contains: 617, 618, 619 and 620
Fixed directx12 hooking not working when overlays were present.
Fixed symlink deployment with Vortex.
Drop second implementation of Scripting::ToRED()
which was very outdated. This was limiting what overridden functions can return.
Fix gamedataTDBIDHelper
helper that behaves the same as gamedataTweakDBInterface
.
Sanitize type names to be a valid Lua identifier. This makes namespaced types added by redscript accessible in Lua.
Force garbage collection for overridden functions of inkGameController
and it's descendants.
In some cases, there seem to be issues with unreleased instances of inkGameController
leading to crashes. This was introduced when we started to properly wrap the context in Handle<>
.
Changed the behavior of observers so that all observers will be called even if an override is defined.
Will output
Stricter check of the passed context when calling the RTTI function. Prevents unwanted crashes when invalid value passed as self
/ this
. In particular, it prevents crashes when a dot is accidentally used instead of a colon.
Support for ISerializable
strong and weak references. This opens access to some new classes, but not all of them.
Function to add new CName
s to the pool
Workaround for parameterized struct constructor. Previously, fields of a reference type could be corrupted right after construction.
Support of nulls for strong and weak references.
Assignment example:
Parameter example:
IsDefined
helper function as in redscript. Checks if reference is not null and valid. Can be used on game object's field and lua variable.
EnumInt
helper function as in redscript.
Support for CRUID
type.
Support for gamedataLocKeyWrapper
type.
Support for patch 1.31
Contains: 611
Updated to Imgui 1.84.2
Support for patch 1.30 second edition.
Contains: 603
Fix disappearing footsteps (1.16.1 regression).
Alternative syntax for CName
and TweakDBID
conversions without .new()
Direct access to global functions.
Throw Lua errors from RTTI calls as the Lua script will do.
Will print the full callstack in the log:
Fix channel logs not printing the message.
Added a new channel "DEBUG" that always prints even when game logs are disabled.
Re-added TweakDB printing.
Register global PlayerPuppet.OnAction
handler as for pre patch 1.3.
Override function by full name. Allows to observe/override all variants of overloaded function.
Support for patch 1.30 - huge thanks to everyone who helped with this and all testers!
Contains: 581, 582, 583, 585 and 589
Fix crash when calling functions that have optional parameters not defaulted.
Fix crash when using RegisterInputListener from an observer.
Contains: 568, 572, 573, 574, 575, 577, 578 and 579
Whitelisted collectgarbage
to let scripts force release game references.
Added exEntitySpawner
to spawn entities easily
Fixed a crash that would occur on machines without ASLR enabled by enabling LuaJIT's GC64 option.
Fixed nested RTTI calls that would crash the game due to memory release of the previous call's memory.
Fix the disable anti AA and async compute patches.
Fix for TweakDB default values.
Fix tooltips that contained C format characters and would crash the game.
Improved update hook.
xmake install
will now install in the game's directory to make it easier for those installing from source.
Contains: 551, 552, 553, 557, 558, 559
All game classes are directly accessible by name. For example, entEntityId
, PlayerPuppet
.
All game enums are directly accessible by name. For example, gamedataStatType.BaseDamage
, gameGameVersion.Current
.
Classes can also be accessed by their aliases from redscript. For example, WeaponObject
instead of gameweaponObject
.
Classes have the conventional .new()
constructor. For example, MappinData.new()
.
A constructor can take an array of properties to create and initialize an object in a single statement. For example, EntityID.new({ hash = 12345 })
.
Static methods are accessible from classes using the dot. For example, ScriptedPuppet.IsDefeated(npc)
.
A static method can be called from an instance if the first parameter is of the same type. For example, vec4:Length()
instead of Vector4.Length(vec4)
.
The overloaded function is resolved based on passed parameters when called by its short name. For example, StatusEffectHelper.HasStatusEffect(target, gamedataStatusEffectType.Overheat)
.
Partial Variant
type support. ToVariant()
and FromVariant()
are only applicable to classes.
Observe()
and Override()
now accept both native and scripted type names.
Added Game.GetSystemRequestsHandler()
as an alternative to GetSingleton("inkMenuScenario"):GetSystemRequestsHandler()
.
Added TweakDB:SetFlats
Added WorldFunctionalTests
Added Imgui.GetStyle()
Added support for ResourceAsyncReference
. Allows editing of TweakDB props of that type by the mods.
Fixed disappearing footsteps issue.
The issue still can occur if the mods do not properly release the player reference.
The GetMod()
is only available after onInit
as there is no guarantee that the required mod will be loaded before this event.
Types and functions that rely on RTTI are only available after onInit
event to prevent some unwanted crashes and unexpected behavior.
Improved detection of whether the game is running. Prevents more crashes when exiting the game.
Implemented optional parameters support. Prevents some unexpected crashes.
Fixed DumpType("Type")
returning empty result.
Fixed crash when accessing properties of invalid Enum
, eg. Enum.new('', '').value
.
Fixed crash when setting an incompatible value for an object property.
Fixed crash when calling function with out parameters of Enum
, CName
or TweakDBID
type.
Fixed memory leaks when passing strong or weak references to the function.
Fixed memory leaks when invalid parameters passed to the function.
Fixed memory leaks for function results and out parameters of certain types.
Fixed memory leaks when creating new objects.
Fixed memory leaks when setting object properties.
Fixed memory leak for arrays with elements of certain types passed as an argument.
Fixed a crash when passing an incompatible array as an argument. For example, an array of numbers instead of an array of handles.
Fixed memory leak when passing an object instead of an array as an argument. This resulted in a silent crash without calling ResetAllocator
.
Fixed inconsistent self
and random crashes in Observe
and Override
.
Reverted Override()
to the previous behavior so when the handler fails, the original game function is not called.
Added implicit conversion from Int64/UInt64 to other arithmetic types.
Added type safety checks for Int64/UInt64.
Added recursive freeing of arrays.
Added logging for errors occurred in the module loaded with require()
. Should make the transition to the new version less painful.
Global fallback table is used now for all mod environments. No need to whitelist what's defined there.
Aliases like Game['GetPlayer'] = Game['GetPlayer;GameInstance']
aren't needed in autoexec.lua
. All global and class functions are automatically resolved by short name now.
Added implicit class to strong reference conversion.
Updated RED4ext to latest version.
This fixes the error when trying to use a CName
that is None
Patch for the Minimap flicker
Support for patch 1.22
Fixed
Crash when using TweakDB:Update in an Observe/Override callback
Direct3d12 command queue could be null sometimes
Error logging from Observe/Override callbacks
Redundant Lua environment passing
64bits numbers are now correctly interpreted as numbers by Lua
Added
Strings can now be implicitly cast to a TweakDBID when the scripting framework expects a TweakDBID
Support for patch 1.21
Fixed
Lua scripting errors with functions returning some values with out params
GameOptions.Toggle() now works
Fix falsy "Unknown error" when calling a global that returns nil
Return out params from global function the same way as for instance methods
EulerAngles::ToString returning swapped roll and yaw values
SQLite3 database not closing on mod reload
Added
Equality comparison to some types (Vector3, Enum, TweakDBID,...)
Concatenation for TweakDBID
Fixed
Regressions with GameOptions
Wrong version info returned back by GetVersion()
Problems with Console widget history
3rd party licences missing
ImGui.TreePop unavailable in Lua
Multiple registerInput handlers unable to be invoked at same time
Conversion of 64-bit integral values from object properties
Scroll wheel failling to register properly
Added
Modal popups for unsaved changes into Bindings and Settings widget
Modal popup on first launch asking user explicitly to bind some hotkey for toggling Overlay
Option to enable removing of dead binds (default is on)
Option to enable ImGui assertions to make sure mods are not breaking something (default is off)
Option to toggle ImGui Diagnostic window (default is off, this option is not preserved after restart!)
Changed
Nicer formatting of headings inside Bindings widget (replace characters that are not alphanumeric by space and autocapitalize each word)
Reworked Settings menu (options are now split into two categories - Patches and Dev)
Reworked Bindings menu (separated hotkeys and inputs into two categories)
onDraw is not called for mods while CET modal dialog is active (including first launch)
First time launch (it should now be more streamlined)
Decoupled config.json from bindings.json (overlay key is now located only inside bindings.json and is left out of config.json)
Overlay key was moved to Bindings menu
Updated TiltedCore to 0.2.2
Added support for patch 1.2.
Fixed
os.remove and os.rename were not working properly.
The debug menu patch would not show the menus.
Fixed dofile, loadfile and loadstring.
Lua environment would not be applied correctly to some callbacks.
Lua to RED engine converter now works correctly with nil values and double.
Security issue where scripts could override another script's functions, calling another script is now read only.
Changed
Key bindings were improved.
Support for scroll wheel.
registerInput for single inputs. This handler is similar to registerHotkey, but function now takes one boolean argument denoting if input was pressed/released.
IsBound and GetBind added to check if action is bound and retrieve string representation of it.
TweakDB experienced many changes:
All TweakDB functions can now be called with strings instead of TweakDBID. TweakDBID is still accepted.
TweakDB:SetFlat now updates records if it already exists (see SetFlatNoUpdate)
Performance improved.
Lua version changed to 5.1 this can break your mod if you were using post 5.1 language features such as bit operators. This change was done to fix environment issues, we also got a performance boost by switching to LuaJIT instead of the default Lua implementation.
Updated Imgui to version 1.82.
Updated spdlog to version 1.8.5.
Updated sqlite3 to version 3.35.0.
Added
Re-added the SMT patch for AMD CPUs that did not get a performance boost after CDPR's patch.
Added Lua's bit32 library.
TweakDB additions:
CloneRecord, CreateRecord and DeleteRecord.
GetRecords, obtain a list of records associated with a type.
SetFlatNoUpdate, faster way to set without checking if there is an old record to update. Requires call to TweakDB:Update afterwards to apply changes!
TweakDB editor in the UI.
Supports loading archivehashes.txt
.
Can now search through record flats.
Fixed
Fix memory allocation errors due to missing argument.
Fix Observe/Override sometimes affecting scripts when they shouldn't.
Fix crash when using multiple mods.
Fixed
Crash on game exit when a reference had not been garbage collected by the lua vm.
Missing enum value CellPadding in Imgui Lua (Pull Request: 496).
Crash when using Override/Observe on pure script functions.
Crash when reloading mods using Override/Observe.
Crash when a malformed lua file was loaded with "require".
Lua execution error when a callback used a global variable because environments were not applied.
Fix memory leaks when reloading mods using Observe/Override.
Changed
Memory optimization for calls.
Replaced the hacky thread safety used for the Lua VM with TiltedCore's Lockable<T>.
Added
API changes to support Imgui 1.81 and added missing ColorButton overloads.
Override has now 2 overloads to simplify usage, this will completely remove the original function or add one if it doesn't exist:
Override(typeName, fullFunctionName, shortFunctionName, function)
Override(typeName, functionName, function) - both full and short names are set to functionName
Observe has now 2 overloads to simplify usage, this will not remove the original function but will add one if it doesn't exist:
Observe(typeName, fullFunctionName, shortFunctionName, function)
Observe(typeName, functionName, function) - both full and short names are set to functionName
Changed
Upgrade Imgui 1.80 to 1.81.
Fixed Override so that it can override at runtime after scripts have been loaded.
Revert Lua caching of functions as the new override method will work regardless.
Fixed
Fix game crash when a script used "require" on a malformed file.
Added
Override function to either listen to a function or to replace a game function. Despite its name it can also be used to extend a type by adding a new function. Usage is as such:
The first parameter is the class type, second the full name of the function, the third is the short name (usually they are the same), the fourth boolean is used to specify if this is a replacement of the function or not, if set to true it will replace entirely the original function, if set to false, your function will be called before the original function is called. The last parameter is your handler function, note that the parameters are passed according to the RED script definition.
Removed
Telemetry, the experiment gave us the data we wanted, obviously a lot of people use the mod and we are very happy about that! We are sorry this caused so much drama, it wasn't the intention and quite frankly we still don't really understand why.
Changed
Calling RED functions used to be cached, given that functions can be overridden at any time the cache has been removed, it's a bit slower but shouldn't be visible in the real world.
Using the up and down arrows in the console now retrieves the command history
Added Telemetry so we know how many people use CET (can be disabled in settings), note that we do not store any information we just count the number of players
Fix TweakDBID issues with large arrays
Fix TweakDBID crash when using specific functions
Changed
Updated to game version 1.12
Updated RED4ext.sdk to the latest
Proper sandboxing (#454):
Each mod is (right now) assigned sqlite3 database implicitly, accessible through db
lua object (will be changed later to on-demand through info in metadata file)
Introduced proper sandbox with LuaSandbox helper class
Bytecode cannot be loaded now (native modules included)
require
cache is reset on Reload all mods
now
require
does not support '.' instead of '/' now (only breaking change, functions the same otherwise)
All pathing is now relative to mod (breaking change, includes all io functions, dofile()
and such included)
stripped ImGui, json, io and dofile and such from console sandbox (only needed things left for it in)
Added dir()
command for mods to list directory contents
Errors that happen in Game, game class methods,... should now log into proper environment (to console when executed from console, to mod log when executed from mod)
More ImGui stuff(#452, #453, #457, #460):
Enabled ImGui keyboard navigation. (ctrl + tab
to switch window, arrow keys to navigate)
Removed the deprecated power
argument in Drag and Slider widgets, replace it with the newer ImGuiSliderFlag (breaking change)
Made the argument open
optional in ImGui.Begin()
, ImGui.BeginModal()
, ImGui.BeginTabItem()
, so the close button can be hidden when setting flags.
Added bindings for the new tables widget in ImGui 1.8.0
Added selected mouse utilities back
Added bindings for ImDrawlist
TweakDB binding (#461)
TweakDB:GetFlat(...)
TweakDB:SetFlat(...)
TweakDB:GetRecord(...)
TweakDB:Query(...)
TweakDB:Update(...)
Changed
Major vulnerability in the game's save loader fixed
Changed
Updated to game version 1.11
Updated RED4ext.sdk to the latest
Updated to spdlog 1.8.2
Replaced pattern search with much faster library
Fix issue when resizing game window (eg. resolution change in Options)
Fix issue causing game window to stop rendering and freeze on last frame
Fix ImGui.CalcTextSize overloads (now, second parameter is removed from all, as it did not make sense for Lua anyway)
Fix Windows 7 flatlining
Added json
support to Lua
Added support for the latest patch 1.10
UI with settings will now ask you for a console key on first launch, you can edit it later
Mods can now request hotkeys via registerHotkey
, the user can pick what key they want to use in the menu
You can now instantiate game objects with NewObject('class name')
, do not expect this to work with every class without any issues
SQLite3 support was added, you can use the entire API at the moment, we are going to remove all open functions in the near future and replace it with a open that can only open a single database linked to your mod
Mods will now log to their own log files, you can also use spdlog
to print in your log
Scripting is now handling memory correctly, calling Game.GetPlayer()
every frame is fine now
Game doesn't crash when exiting anymore
dofile
is now deprecated, use only mods please, it will be removed entirely in the next update