Skip to content

Releases: Sardelka9515/scripthookvdotnetcore

v1.2.1

12 Mar 05:32
Compare
Choose a tag to compare
v1.2.1 Pre-release
Pre-release
  • Fix crash and native call not working

v1.2.0

11 Mar 09:44
Compare
Choose a tag to compare
v1.2.0 Pre-release
Pre-release
  • Added CoreCLR support, you can now run scripts in managed mode. NativeAOT will remain supported but using CoreCLR is recommened due to significantly shorter compile time and being more stabe. Add <EnableDynamicLoading>true</EnableDynamicLoading> to the csproj to ensure all depedencies are copied to output folder.
  • The primary nuget package now uses CoreCLR by default, to use NativeAOT mode instead, switch to this package
  • The CoreCLR plugin model supports loading different versions of API assembly at the same time, shipping ScriptHookVDotNetCore.dll with your mod is recommended to ensure future compatability.
  • To enable assembly context isolation, put script assmeblies and dependecies into a seperate folder instead of directly in CoreScripts, e.g. CoreScripts\MyMod, this way the script(s) can be loaded/unloaded individually and don't need to worry about dependency version conflict.
  • The in-game console now supports executing code on-the-fly, providing a convenient way to test the scripting API. Scripts can also register their own commands by marking public methods with GTA.ConsoleCommand attribute.
  • Added Script.FilePath to retrive the path where the script is loaded from

Full Changelog: v1.1.2...v1.2.0

v1.1.2

27 Feb 03:50
Compare
Choose a tag to compare
v1.1.2 Pre-release
Pre-release
  • Fixed a crash when an exceptioni was thrown after a module has been unloaded (#4)
  • Fixed some random crashes by cleaning up FLS (fiber-local storage) properly
  • Added configuration option to enable debug console and skip legal screen
  • Others...

Full Changelog: v1.1.1...v1.1.2

v1.1.1

19 Feb 08:36
Compare
Choose a tag to compare

v1.1.0

08 Feb 06:59
b5dc845
Compare
Choose a tag to compare
v1.1.0 Pre-release
Pre-release
  • Fixed issue in source generator that causes duplicated script loading under some circumstances (#2)
  • Added in-game console, press F6 to open by default, configurable through the ini file. The console is not as powerful as that of SHVDN, only commands registered by scripts can be executed as it's impossible to dynamically compile and execute code in NativeAOT. To expose a function as command, mark it with GTA.ConsoleCommand attribute, most primitives and class that implements IConvertible can be converted and passed as parameters.
  • Fixed an error that causes random crash probaly due to the use of fiber switching and GC by reintroducing dedicated script thread, performance degration is expected. To get better performance, mark the script class with [ScriptAttribute(NoScriptThread = true)] like those in the base script, but beware that Script.Yield() and Script.Wait() will throw an exception running in such mode.
  • Save time for memory scanning each time a module is loaded by reusing NativeMemoryStruct
  • Added NativeInvoker class, which allows easy and intuitive native function calling with strong-typed parameters and comments

v1.0.0

21 Dec 12:11
Compare
Choose a tag to compare
v1.0.0 Pre-release
Pre-release

Initial release