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7 | 7 | effect this has on Python code is a number of formerly read-only fields on core unreal types have |
8 | 8 | become read-write. |
9 | 9 |
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| 10 | +### unrealsdk v2.0.0 |
| 11 | +For reference, the unrealsdk v2.0.0 changes this includes are: |
| 12 | + |
| 13 | +> - Now supports Borderlands 1. Big thanks to Ry for doing basically all the reverse engineering. |
| 14 | +> |
| 15 | +> - Major refactor of the core unreal types, to cleanly allow them to change layouts at runtime. All |
| 16 | +> core fields have changed from members to zero-arg methods, which return a reference to the |
| 17 | +> member. A few classes (e.g. `UProperty` subclasses) previous had existing methods to deal with |
| 18 | +> the same problem, these have all been moved to the new system. |
| 19 | +> |
| 20 | +> Clang is able to detect this change, and gives a nice error recommending inserting brackets at |
| 21 | +> the right spot. |
| 22 | +> |
| 23 | +> - Removed the `UNREALSDK_UE_VERSION` and `UNREALSDK_ARCH` CMake variables, in favour a new merged |
| 24 | +> `UNREALSDK_FLAVOUR` variable. |
| 25 | +> |
| 26 | +> - Removed the (optional) dependency on libfmt, `std::format` support is now required. |
| 27 | +> |
| 28 | +> - Console commands registered using `unrealsdk::commands::NEXT_LINE` now (try to) only fire on |
| 29 | +> direct user input, and ignore commands send via automated means. |
| 30 | +> |
| 31 | +> - Fixed that assigning an entire array, rather than getting the array and setting it's elements, |
| 32 | +> would likely cause memory corruption. This was most common when using an array of large structs, |
| 33 | +> and when assigning to one which was previously empty. |
| 34 | +> |
| 35 | +> - Made `unrealsdk::memory::get_exe_range` public. |
| 36 | +
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10 | 37 | ## v1.7.0 |
11 | 38 |
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12 | 39 | - Added `WrappedArray.emplace_struct`, to construct structs in place. This is more efficient than |
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