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upgrade to unrealsdk v2
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+54
-11
lines changed

8 files changed

+54
-11
lines changed

CMakeLists.txt

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@@ -2,8 +2,7 @@ cmake_minimum_required(VERSION 3.25)
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project(oak_mod_manager)
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set(UNREALSDK_ARCH x64)
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set(UNREALSDK_UE_VERSION UE4)
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set(UNREALSDK_FLAVOUR OAK)
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set(EXPLICIT_PYTHON_ARCH amd64)
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set(EXPLICIT_PYTHON_VERSION 3.13.1)
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CMakePresets.json

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@@ -30,9 +30,10 @@
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"lhs": "${hostSystemName}",
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"rhs": "Windows"
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},
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"environment": {
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"cacheVariables": {
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"MSVC_WINE_ENV_SCRIPT": "/win-sdk/bin/x64/msvcenv.sh"
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},
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"generator": "Ninja",
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"toolchainFile": "libs/pyunrealsdk/common_cmake/clang-cross-x64.cmake"
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},
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{
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"lhs": "${hostSystemName}",
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"rhs": "Windows"
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},
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"generator": "Ninja",
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"toolchainFile": "libs/pyunrealsdk/common_cmake/x86_64-w64-mingw32.cmake"
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},
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{
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"lhs": "${hostSystemName}",
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"rhs": "Windows"
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},
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"generator": "Ninja",
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"toolchainFile": "libs/pyunrealsdk/common_cmake/llvm-x86_64-w64-mingw32.cmake"
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},
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{

changelog.md

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@@ -1,5 +1,48 @@
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# Changelog
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## v1.9 (Upcoming)
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### [Console Mod Menu v1.6](https://github.com/bl-sdk/console_mod_menu/blob/master/Readme.md#v16)
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> - Linting fixes.
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### [Mods Base v1.10](https://github.com/bl-sdk/mods_base/blob/master/Readme.md#v19)
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> - Moved a few warnings to go through Python's system, so they get attributed to the right place.
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>
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> - Added more fixups for Reign of Giants (for real this time).
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### [pyunrealsdk v1.8.0](https://github.com/bl-sdk/pyunrealsdk/blob/master/changelog.md#v180)
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> - Trying to overwrite the return value of a void function will now return a more appropriate
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> error.
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>
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> - Upgraded to support unrealsdk v2 - native modules can expect some breakage. The most notable
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> effect this has on Python code is a number of formerly read-only fields on core unreal types
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> have become read-write.
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### [unrealsdk v2.0.0](https://github.com/bl-sdk/unrealsdk/blob/master/changelog.md#v200)
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> - Now supports Borderlands 1. Big thanks to Ry for doing basically all the reverse engineering.
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>
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> - Major refactor of the core unreal types, to cleanly allow them to change layouts at runtime. All
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> core fields have changed from members to zero-arg methods, which return a reference to the
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> member. A few classes (e.g. `UProperty` subclasses) previous had existing methods to deal with
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> the same problem, these have all been moved to the new system.
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>
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> Clang is able to detect this change, and gives a nice error recommending inserting brackets at
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> the right spot.
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>
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> - Removed the `UNREALSDK_UE_VERSION` and `UNREALSDK_ARCH` CMake variables, in favour a new merged
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> `UNREALSDK_FLAVOUR` variable.
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>
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> - Removed the (optional) dependency on libfmt, `std::format` support is now required.
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>
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> - Console commands registered using `unrealsdk::commands::NEXT_LINE` now (try to) only fire on
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> direct user input, and ignore commands send via automated means.
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>
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> - Fixed that assigning an entire array, rather than getting the array and setting it's elements,
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> would likely cause memory corruption. This was most common when using an array of large structs,
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> and when assigning to one which was previously empty.
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>
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> - Made `unrealsdk::memory::get_exe_range` public.
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## v1.8: Twin Soul
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### BL3 Mod Menu v1.6

src/bl3_mod_menu/native/options_transition.cpp

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Original file line numberDiff line numberDiff line change
@@ -282,11 +282,9 @@ scrolling_list_scroll_to_position_func scrolling_list_scroll_to_position_ptr;
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auto content_panel_prop = unrealsdk::unreal::find_class(L"GFxOptionBase"_fn)
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->find_prop_and_validate<UObjectProperty>(L"ContentPanel"_fn);
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auto ui_scroller_prop =
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content_panel_prop->get_property_class()->find_prop_and_validate<UStructProperty>(
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L"UiScroller"_fn);
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content_panel_prop->PropertyClass()->find_prop_and_validate<UStructProperty>(L"UiScroller"_fn);
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auto scroll_position_prop =
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ui_scroller_prop->get_inner_struct()->find_prop_and_validate<UFloatProperty>(
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L"ScrollPosition"_fn);
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ui_scroller_prop->Struct()->find_prop_and_validate<UFloatProperty>(L"ScrollPosition"_fn);
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/**
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* @brief Performs all required setup needed to be able to manipulate the options scrollbar.

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