1.9.9774
Daily-driver build with the safest release cadence.
- Updated
- 6 weeks ago
- File Size
- 515.39 MB
- Release Notes
- Open notes
Stable is the recommended track for most users. Alpha gets you the newest capabilities first.
Daily-driver build with the safest release cadence.
Fastest release track with the newest features and experiments.
Every release stays linked here so you can inspect what changed before you switch versions.
Одна из финальных версий перед переносом всего на главную ветку.
Including line number into error messages
Whenever scripting subsystem encounters and error, it will log the exact line of code that led to this and this info will be shown in both application logs(file) and event log.
Writing code without any kind of automatic formatting is a painful process and this feature addresses that. Now you can either press Ctrl+Alt+Enter or use context menu to format the document automatically. It will put in additional line breaks, missing spaces, indentation, etc.
The current version is quite simple, but it is still much better than doing everything manually
Whenever the scripting subsystem encounters an error, it now records the exact line of code that caused it. This information is shown both in the application logs (file) and in the event log.

Writing code without any automatic formatting is tedious, and this feature helps with that. You can now either press Ctrl+Alt+Enter or use the context menu to automatically format the document. It will add missing line breaks, spaces, indentation, and more.
The current version is still fairly simple, but it's already much better than doing everything manually.

"List of elements of type ..." )Много улучшений в том, как выглядит редактор кода и что он может делать.
Теперь, когда в скрипте обнаруживается ошибка, будет специальная разметка, показывающая, что в коде что-то не так, с подробным описанием ошибки. Обратите внимание, что это отражается как на полосе прокрутки, так и на карте кода.

Если есть какой-то известный способ исправить ошибку, например, добавить дополнительный импорт (using …), во всплывающем окне будет показана специальная кнопка под названием "Быстрое исправление...", нажмите на нее, и программа предложит вам одно или несколько потенциальных быстрых исправлений. Названия на данный момент не очень понятны для человека, и я буду работать над этим в одной из будущих версий.

Прототип панели документации, которая будет показывать XML-документы прямо рядом с именем метода/свойства. В настоящее время находится в очень сыром альфа-этапе, без разметки, без подсветки и т.д. В следующие недели будет проверяться, что механизм подготовки этих документов работает.

Добавлена всплывающая подсказка при наведении

Когда вы будете работать с методами, появится специальное всплывающее окно, показывающее текущий параметр, его описание и т.д.

Ранее обновления для программы загружались из облака Microsoft Azure, ожидалось, что благодаря огромным возможностям инфраструктуры, скорость загрузки будет отличной во всех регионах, но... оказалось, что она хуже, чем с одного сервера в Санкт-Петербурге.
С этого обновления программа будет загружать свои обновления с одного из нескольких серверов, расположенных во Франкфурте-на-Майне, Германия, который является крупным хабом, и это должно обеспечить большинству пользователей хотя бы "достаточно хорошую" скорость загрузки. Посмотрим, как это пойдет, и, возможно, я расширю этот подход и буду использовать многорегиональный хостинг. Текущая система позволяет мне полностью контролировать, с какого именно сервера будет происходить загрузка, поэтому есть широкий диапазон управления и возможных улучшений.
Кстати, я хотел бы напомнить о очень-очень полезной опции, расположенной в Настройках, под названием Автоматическая загрузка обновлений. Что она делает, ну, она загружает обновления... автоматически. Но не применяет их! Это означает, что она ничего не сломает, единственное отличие от полностью ручного обновления - это то, что вы пропустите время загрузки.

и несколько улучшений
This version of EyeAuras contains dozens of different changes and tweaks in the very core of the system - image capture and processing pipeline.
This was all done to push as much performance as possible by removing things that are not needed at this point or proven to be not good in the long term. Tests are showing, that in most scenarios machine learning-based search is now about ~15% faster overall, with some extreme cases being twice as fast as they were before. But the main parameter which was improved is latency. So now the program reacts much-much faster on anything that happens on the screen - at each stage in the system (capturing the image, applying effects/resizing, preparing it for ML/image analysis and delivering analysis results (predictions and found bounding boxes) are now delivered to triggers much-much faster. In some cases latency has dropped from millisecond-range (i.e. 1+ millisecond) to less than 100 microseconds. This will be very noticeable in high-frequency scenarios, like trying to react on some object on the screen (e.g. item positions on the ground in Path of Exile or aimbot-like minigames where you have to track the object. This is not the latest iteration of improvements, I am planning at least two more large improvements (mainly in machine-learning areas), but they will be delivered later, probably even after the next large release to “Stable” channel at the end of Feb.
Huge update to the scripting subsystem. This was all done as a part of work around Behaviour Trees - since the very beginning having fast and convenient way to prepare smaller bits of code embedded right into the tree itself was a major goal and the current implementation is way too heavy for that - it is powerful, but too verbose and heavyweight.
Right now it is early testing phase and in the coming weeks there will be a bunch of scripting related updates, but if you want to start coding - do not hesitate to try out the newer system and, if you have any questions, contact me in Discord and ask anything. Me and linqse will do our best on writing documentation about the new API with examples and everything.
Few notes:
Still in development, at this point the core is mostly done and is already functional, but not stable enough. This will be main focus for the next two weeks. Before releasing them the plan is to:
Here is an example of how behaviour tree looks like in action for Lineage 2 bot - this is a combination of WebUI (window in right part of the screen) and Behaviour Tree for the logic. This bot picks target, attacks using combination of skills, heals/resummons pet if needed and does a few other things.
P.S. This was recorded not for public demo purposes, so there is some glitching going on with bot UI progress bars, the main thing there is the tree
The area selection workflow and image preview have been significantly reworked.
In addition, the UI for these trigger types is now slightly simplified by default, with an option to enable advanced mode, so it feels less intimidating for new users.
Capturing animated images has always been a problem — blinking icons, short buffs/debuffs, and so on. That is no longer an issue: the new Replay button lets you record video and immediately play it back in the built-in video player. Zooming, area selection, clipboard copying — it is all available there, with more features still planned (for example, applying effects to video footage).
The Send message / Network message action/trigger pair is a powerful tool that can help you build your own managed network of connected EyeAuras instances. This has been available for several years already and is mainly used for multiboxing across multiple PCs.
The main issue has always been latency — all messages had to go through one of the EyeAuras servers, which introduced delay. The new broadcast mode lets you use your local network to exchange messages between PCs. This almost completely eliminates latency.
This feature is still in very early alpha and the setup is still rough — you currently have to specify the IP range manually. In the final version, this will most likely be configured automatically by the program.
To use this new feature, set ChannelId to:
Important! 192.168.1.255 is only an example — replace 192.168.1 with your actual subnet. You can leave the final "255" unchanged, because it tells the program to broadcast the message to the entire subnet rather than to a specific IP.
p.s. by default, the program uses port 53082 for communication. You can choose any other port if you want by adding it right after the IP in ChannelId (for example, broadcast://172.16.15.255:55055/mychannel)