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| 1 | +# CLEO 4 Change Log |
| 2 | + |
| 3 | +## 4.4.0 |
| 4 | +- Dropped Windows XP support |
| 5 | + |
| 6 | +## 4.3.24 |
| 7 | +- 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. |
| 8 | +- Fixed sounds not pausing when unfocus (thanks to dkluin). |
| 9 | +- 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. |
| 10 | +- 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. |
| 11 | +- 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. |
| 12 | +- Opcodes for blip target coordinates (0AB6), car name (0ADB) and spawn (0ADD) are now compatible with f92la. |
| 13 | +- Now the full version is shown in the SDK and menu text. |
| 14 | + |
| 15 | +## 4.3.23 |
| 16 | +- Now you can use string pointer in the file address parameter for .ini files opcodes. |
| 17 | +- Fixed the 0ABA opcode causing heap corruption. |
| 18 | +- 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. |
| 19 | + |
| 20 | +## 4.3.22 |
| 21 | +- Now creates cleo, cleo/cleo_saves and cleo/cleo_text directories on startup if they do not exist |
| 22 | +- Fix to issue with 0AE9 not returning result |
| 23 | + |
| 24 | +## 4.3.21 |
| 25 | +- Fixed operand type IDs in CLEO.h |
| 26 | +- Added 'extern' to variables declared in CLEO.h |
| 27 | +- Fix to issue with 0AB1 in missions not storing mission locals |
| 28 | + |
| 29 | +## 4.3.19-20 |
| 30 | +- Fixed issue with 0AB1 passing incorrect variable scope in missions |
| 31 | +- Updated SDK version |
| 32 | + |
| 33 | +## 4.3.17-18 |
| 34 | +- Fixed potential future problem with 0AB0 which used methods with undefined behaviour |
| 35 | +- Fixed incorrect method used for 0AB7 |
| 36 | + |
| 37 | +## 4.3.16 |
| 38 | +- Fixed bugs with CLEO saves when saved scripts ended |
| 39 | +- Prevented crashing when invalid audiostream handles are used |
| 40 | + |
| 41 | +## 4.3.15 |
| 42 | +- Improvemed compatibility fix for opcodes 0AE1, 0AE2 and 0AE3 with incorrect find_next usage |
| 43 | + |
| 44 | +## 4.3.14 |
| 45 | +- Fixed 0AAA only returning custom scripts |
| 46 | +- Fixed many things which use the 'SCM Block' or 'Mission Local Storage' space |
| 47 | +- Fixed parameters being passed to script local storage instead of mission local storage through 0A94 |
| 48 | +- Fixed potential problems with iteration through the script queues (may cause rare and hard to trace bugs) |
| 49 | + |
| 50 | +## 4.3.13 |
| 51 | +- Fixed crashing when starting a new game after a game has already started with CLEO scripts installed |
| 52 | +- Possibly fixed other issues with starting a game with CLEO scripts installed |
| 53 | + |
| 54 | +## 4.3.12.1 |
| 55 | +- Un-did the 'Scripts no longer load prematurely' fix as it caused scripts to not load certain circumstances (like before CLEO 4) |
| 56 | +- Included 'cleo_text' folder in installation |
| 57 | + |
| 58 | +## 4.3.12 |
| 59 | +- Fixed string parameter skipping in 'SkipOpcodeParams' used by CLEO plugins |
| 60 | +- 0AC8 now returns a NULL value to the output var if allocation failed (as it did before 4.3a) |
| 61 | +- 0AC9 now checks the memory was allocated by 0AC8 before attempting to free it |
| 62 | +- FXT references are now case insensitive (as they were before 4.3a) |
| 63 | +- File operations now check the input handle isn't null (as it seems was the way before 4.3a) |
| 64 | +- 'Loaded mission' status now reset on new/loaded game (as it was before 4.3a) |
| 65 | +- Scripts no longer load prematurely (like before 4.3a) |
| 66 | +- Resolved conflicts with other menu hooks such as 'HUME' |
| 67 | +- Other minor tweaks |
| 68 | + |
| 69 | +## 4.3.11 |
| 70 | +- Fixed crash with 0ADA in scripts beginning with an opcode ending in '00' |
| 71 | + |
| 72 | +## 4.3.10 |
| 73 | +- Improvements to opcodes 0AE1, 0AE2 and 0AE3 - now loops around the pool even when the 'find_next' flag isn't used correctly |
| 74 | +- Fixed 0AD2 not returning peds targetted with the mouse, while targetting with a pad worked |
| 75 | + |
| 76 | +## 4.3.9 |
| 77 | +- Will now be able to start a CLEO mission after recently finishing a standard mission |
| 78 | +- Will no longer error & terminate when scripts fail to open and instead simply log the error |
| 79 | +- Will no longer terminate on warnings |
| 80 | +- No longer includes paths in automatically generated script names (e.g. cleo\dir\demo.cs is now named 'demo.cs' and not 'dir\dem') |
| 81 | +- Improved handling of script load errors |
| 82 | + |
| 83 | +## 4.3.8 |
| 84 | +- Fixed crash which would occur when missions were ended with 004E |
| 85 | + |
| 86 | +## 4.3.7 |
| 87 | +- Custom missions launched by CLEO scripts now inherit their compatibility mode - possibly fixing incompatibilities with mods using custom missions |
| 88 | +- The current directory set by 0A99 is now script-dependant and only affects running CLEO scripts (not the entire game or the main.scm) |
| 89 | +- Text and texture/sprite draws are now script-dependant (doesn't affect main.scm scripts) |
| 90 | + |
| 91 | +## 4.3.0 |
| 92 | +- Replaced code which dynamically allocated and deallocated memory for script parameters every time 0AA5-0AA8 were called with static arrays |
| 93 | +- 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 |
| 94 | +- Added support for Steam (v3) versions of gta_sa.exe |
| 95 | +- Prevented the local storage from being initialized in SCM functions when the script is in CLEO 3 compatibility mode ('.cs3' extension) |
| 96 | + |
| 97 | +### Updates to behaviour of following opcodes: |
| 98 | + |
| 99 | +#### 0A99 |
| 100 | +CHANGE_DIRECTORY can now correctly change to the program directory |
| 101 | + |
| 102 | +#### 0A9A |
| 103 | +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 |
| 104 | +Note that you should really not pass CLEO file handles to game functions. However, this legacy mode now ensures that the handles are compatible. |
| 105 | +Other file functions have also been updated ensuring that game file handles are passed to relevant game functions. |
| 106 | +It is recommended to not rely on passing files to game functions and instead use CLEO 4's in-built file functions in future. |
| 107 | + |
| 108 | +#### 0AD1 |
| 109 | +CALL now accepts string input, which is passed as a string pointer following string convention |
| 110 | + |
| 111 | +#### 0AD4 |
| 112 | +SCAN_STRING now returns a condition result |
| 113 | + |
| 114 | +#### 0AE6 |
| 115 | +FIND_FIRST_FILE now accepts string array output |
| 116 | + |
| 117 | +#### 0AE3 |
| 118 | +FIND_ALL_RANDOM_OBJECTS_IN_SPHERE now ensures no fading objects are returned and returns -1 instead of 0 on failure |
| 119 | + |
| 120 | +#### 0AE2 |
| 121 | +FIND_ALL_RANDOM_CARS_IN_SPHERE now ensures no script vehicles or fading vehicle are returned and returns -1 instead of 0 on failure |
| 122 | + |
| 123 | +#### 0AE1 |
| 124 | +FIND_ALL_RANDOM_CHARS_IN_SPHERE now ensures no script characters or fading characters are returned and returns -1 instead of 0 on failure |
| 125 | + |
| 126 | +#### 0ADF |
| 127 | +ADD_TEXT_LABEL now updates existing text labels if they already exist |
| 128 | + |
| 129 | +#### 0AD6 |
| 130 | +IS_END_OF_FILE_REACHED now returns true if a file error occured |
| 131 | + |
| 132 | +#### 0AD2 |
| 133 | +GET_CHAR_PLAYER_IS_TARGETING now returns -1 instead of 0 when no target is found |
| 134 | + |
| 135 | +#### 0AB5 |
| 136 | +STORE_CLOSEST_ENTITIES now ensures no script entities or fading entities are returned and ensures the player ped is not returned |
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