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v3.5.0 is skipped due to versioning issues. Almost all the changes are done in v3.5.0.

Changelog

  • Added a new overload of Entity.IsInAngledArea(), World.DrawBoxForAngledArea(), World.IsPointInAngledArea(), and DrawBoxFlags
    • The signature of existing overload of Entity.IsInAngledArea() is kept for existing script compatibilities, including the parameter names.
  • Added HandlingData.BoostMaxSpeed, HandlingData.BrakeBiasFront, HandlingData.DownForceModifier, HandlingData.DriveBiasFront, HandlingData.InitialDragCoefficient, HandlingData.InitialDriveMaxFlatVelocity, HandlingData.LowSpeedTractionLossMultiplier, HandlingData.PopUpLightRotation, HandlingData.RocketBoostCapacity and HandlingData.TractionCurveLateral
  • Added Projectile.OwnerEntity
    • Made Projectile.Owner obsolete as the projectile owner can be other physical entities such as vehicles. The property will be marked as obsolete only in v3 api and the return value of Projectile.Owner will be Entity in next major versions.
  • Added new peds, vehicles, weapons, weapon components, and blip sprites to PedHash, VehicleHash, WeaponHash, WeaponComponentHash, and BlipSprite enums
  • Added additional shortcut to remove all the right characters of the cursor with Ctrl + K in console
  • Added additional shortcut to remove all the left characters of the cursor with Ctrl + U in console
  • Added ability to show/log version-less SHVDN warning multiple times in console and the log file
    • This is the only change that is done in v3.5.1 and v3.5.0 does not have.
  • Clarified HandlingData gets data from or sets data to the CHandlingData instance as is in the documentation comments, and thus some properties of HandlingData may differ from the values in handling.meta
    • This is done for less confusion and existing script compatibilities.
  • Fixed Ped.CurrentVehicle in v3 API returning the last vehicle instead of the current vehicle in 1.0.2699.0
    • This issue is resolved to keep the existing contract and script compatibilities although it seems Rockstar Games are responsible for this issue. See #1079 for more info.
  • Fixed World.GetAllBlips() and World.GetNearbyBlips() not getting all blips and Blip.MemoryAddress returning IntPtr.Zero in 1.0.2699.0 or later versions
  • Fixed HandlingDataTractionLossMultiplier not getting/setting the correct value. The property got/setted the value for fLowSpeedTractionLossMult before.
  • Removed the models of astron2 cyclone2 arbitergt ignus2 s95 from the return values of Vehicle.GetAllModels(), Vehicle.GetAllModelsOfClass(), Vehicle.GetAllModelsOfClass(), and Vehicle.GetAllModelsOfType()
    • The game will crash if the game try to spawn vehicles with one of the 5 models because of the stub vehicle models.
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Changelog

  • Added InteriorProxy (which some native functions for interior use), AnimatedBuilding, Building, and InteriorInstance.
    • Also added the following properties and methods for InteriorProxy, AnimatedBuilding, Building, and InteriorInstance to World class:
      • count and capacity properties
      • The methods to get handles
      • The World.GetClosest() overloads.
  • Added Entity.FragmentGroupCount, Entity.IsFragmentObject, Entity.DetachFragmentPart(), EntityBone.FragmentGroupIndex, World.EntityColliderCount, and Entity.EntityColliderCapacity
  • Added Ped.SeeingRange, Ped.HearingRange, Ped.VisualFieldMinAngle, Ped.VisualFieldMaxAngle, Ped.VisualFieldMinElevationAngle, Ped.VisualFieldMaxElevationAngle, Ped.VisualFieldPeripheralRange, and Ped.VisualFieldCenterAngle
  • Added Ped.CauseOfDeath, Ped.TimeOfDeath, Ped.ClearKillerRecord(), Ped.ClearCauseOfDeathRecord(), and Ped.ClearTimeOfDeathRecord()
  • Added the getter of Ped.FiringPattern
  • Added Game.FindPattern()
  • Added Quaternion.LookRotation()
  • Added new peds, vehicles, weapons, weapon components, radio station, blip sprites, and explosion type to PedHash, VehicleHash, WeaponHash, WeaponComponentHash, RadioStation, BlipSprite, and ExplosionType enums
  • Added the documentation note for the incorrectly named parameter offset to Entity.ApplyForce() and Entity.ApplyForceRelative()
  • Added the documentation note for the non-working parameter isAmmoLoaded to WeaponCollection.Give()
  • Fixed Stop() method of helper classes of Euphoria not working
  • Fixed Start() method of helper classes of Euphoria not working properly when peds are ragdolled. Now the method can apply simultaneously just like in v2.10.10 or earlier versions.
    • Also made the Start() method working when peds are ragdolled but not by SET_PED_TO_RAGDOLL, which does not work in v2.10.10 or earlier versions.
  • Fixed Vehicle.PassengerCount not counting as intended in v1.0.2545.0 (or later versions) due to addition to parameters and implementation changes
  • Fixed WeaponCollection.Give() not selecting the weapon if equipNow is set to true and the ped did not have the weapon
  • Fixed cursor of console not moving properly when pasting clipboard content
  • Fixed not showing dll names referencing version-less SHVDN in console
  • Made WeaponCollection.Give() select the weapon only if equipNow is set to true when the ped had the weapon
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Changelog

  • Fixed VehicleWheel.IsTouchingSurface crashing the game in some cases
  • Fixed scripts using subclasses that indirectly inherit GTA.Script not showing the correct API version in the log file and console log (although this did not affect determining the API version)
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Despite the minor version difference, this version is basically the same as v3.2.0 but with one bug fix, additional enum values for WeaponComponentHash and WeaponAttachmentPoint, and additional properties for missing enum values of WeaponAttachmentPoint. v3.3.0 is skipped due to versioning issues.

Changelog

  • Fixed NaturalMotion.Message not properly sending Vector3 messages
  • Added missing weapon component and weapon attachment point hashes to WeaponComponentHash and WeaponAttachmentPoint
  • Added WeaponComponentCollection.GetBarrelComponent(), WeaponComponentCollection.BarrelVariationsCount, WeaponComponentCollection.GetSuppressorOrMuzzleBrakeComponent(), WeaponComponentCollection.SuppressorAndMuzzleBrakeVariationsCount, WeaponComponentCollection.GetGunRootComponent(), and WeaponComponentCollection.GunRootVariationsCount
    • Made WeaponComponentCollection.GetLuxuryFinishComponent() obsolete
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NativeHashes enums are updated (v3 API only). Compiled scripts do not take effect since enums are embedded as constants when directly used. See f0ae67b for the changes.

Changelog

  • Fixed NaturalMotion.Euphoria. Now required memory offsets for the class are retrieved using memory patterns.

  • Added Native.Function.Call overloads with 0 to 16 normal InputArgument parameters. These overloads are provided mainly for performance.

    • This is also added in v2 API mainly for the API itself to improve performance, but you can use these overloads in scripts.
  • Added GameVersionNotSupportedException

    • This will be thrown if the properties or methods that are not supported in the game version you are playing (some certain getter properties or methods will return the default value instead).
  • Added EntityDamageRecord struct, EntityDamageRecordCollection class, and Entity.DamageRecords

  • Added Projectile class, World.GetAllProjectiles(), World.GetNearbyProjectiles(), World.GetClosestProjectile(), World.ProjectileCount, and World.ProjectileCapacity

  • Added MeasurementSystem enum and Game.MeasurementSystem

  • Added PlayerTargetingMode enum and Game.PlayerTargetingMode

  • Added Game.IsVibrationEnabled and Game.GetProfileSetting()

  • Added EntityPopulationType enums and Entity.PopulationType

  • Added the setter of Entity.RotationVelocity, and Entity.WorldRotationVelocity

  • Added Model.IsAnimalPed, Model.IsFemalePed, Model.IsGangPed, Model.IsHumanPed, Model.IsMalePed, Model.IsMotorcycle, and Model.IsSubmarine,

  • Added the getter of Ped.CanBeTargetted

  • Added Ped.SetIsPersistentNoClearTask() and Ped.GetAllLoadedModelsAppropriateForAmbientPeds()

  • Added Player.LockedOnEntity property

  • Added VehicleType enum, Vehicle.Type, Vehicle.IsRegularAutomobile, Vehicle.IsAmphibiousAutomobile, Vehicle.IsAutomobile, Vehicle.IsRegularQuadBike, Vehicle.IsAmphibiousQuadBike, Vehicle.IsQuadBike, Vehicle.IsAmphibious, Vehicle.IsTrailer, Vehicle.IsPlane, Vehicle.IsHelicopter, Vehicle.IsBlimp, Vehicle.IsMotorcycle, Vehicle.IsBicycle, Vehicle.IsBike, Vehicle.IsBoat, Vehicle.IsTrain, and Vehicle.IsSubmarine

    • These properties are added mainly for performance. Accessing these properties will be faster than accessing the equivalent properties of Model via Vehicle.Model.
  • Added Vehicle.IsConsideredDestroyed, Vehicle.GetModelMakeName(), Vehicle.GetModelType(), Vehicle.GetAllModelsOfType(), and Vehicle.GetAllLoadedModelsAppropriateForAmbientVehicles()

  • Added VehicleWheelBoneId enum, VehicleWheel.MemoryAddress, VehicleWheel.BoneId, VehicleWheel.LastContactPosition, VehicleWheel.SteeringLimitMultiplier, VehicleWheel.Temperature, VehicleWheel.IsTouchingSurface, VehicleWheel.IsTireOnFire, VehicleWheel.IsSteeringWheel, VehicleWheel.IsDrivingWheel, VehicleWheel.IsPunctured, VehicleWheel.IsBursted, VehicleWheel.Health, VehicleWheel.TireHealth, VehicleWheel.Fix() with a bool overload, VehicleWheel.Puncture(), and VehicleWheel.Burst()

  • Added Weapon.GetAllWeaponHashesForHumanPeds(), WeaponComponent.GetAllHashes() WeaponAsset.IsValidAsWeaponHash

  • Added World.IsClockPaused and World.MillisecondsPerGameMinute

  • Added a new overload for World.CreateRandomPed()

  • Added World.CreateRandomVehicle() with a new signature

    • Removed the old signature of CreateRandomVehicle since it did not work at all in all the versions of SHVDN
  • Added and PlayerTargetingMode enums

  • Added Screen.AreScreenKillEffectsEnabled, Screen.IsHelpTextDisplayed ,Screen.ShowSubtitle() with additional parameters, and Screen.ClearHelpText()

  • Added new or missing peds, vehicles, weapons, weapon components, radio stations, blip sprites, explosion types, checkpoint icon type, radio station, and vehicle color to PedHash, VehicleHash, WeaponHash, WeaponComponentHash, RadioStation, BlipSprite, ExplosionType, CheckpointIcon, RadioStation, and VehicleColor enums

  • Added the correct enum names to RagdollType and mark the old and incorrect enum names of RagdollType as obsolete

  • Added additional shortcut to remove the right character of the cursor with Ctrl + D in console

  • Added additional shortcut to remove the left character of the cursor with Ctrl + H in console

  • Added the ability to transpose two characters around the cursor with Ctrl + T in console

  • Added the ability to keep console history after reloading scripts

  • Fixed Blip.DisplayType, Blip.CategoryType, Blip.Priority, Blip.NumberLabel, Blip.Rotation, Blip.RotationFloat, Blip.ScaleY returning a incorrect value in v1.0.877.1 or earlier versions

  • Fixed Model.IsBlimp, Model.IsSubmarineCar, Model.IsTrailer returning a incorrect value in v1.0.877.1 or earlier versions

  • Fixed All of the properties of Checkpoint and Checkpoint.Exists() crashing the game on access

  • Fixed Weapon.GetDisplayNameFromHash returning WT_INVALID when some of the weapon hashes that are present in the stock game is present

  • Fixed Weapon.GetDisplayNameFromHash returning WT_INVALID when some of the weapon hashes that are present in the stock game is present

  • Fixed throwing NullReferenceException when WeaponCompoent.Active, WeaponCompoent.DisplayName, WeaponCompoent.LocalizedName is accessed via the instance for the invalid component. Now returns false or the empty string if accessed via the instance for the invalid component.

  • Made Entity.MarkAsNoLongerNeeded() in v3 API not setting the handle to zero (now behaves in the same way as that in v2 API)

    • Entity.Delete() in v3 API still sets the handle to zero, so be aware! If you need to remove entities from collecitions such as Dictionary, remove them from these collection before deting entities from the game.
  • Made getting entities handles with the methods in World class faster

  • Made pushing strings to native functions faster

  • Made Entity.FromHandle and Entity.EntityType values faster

  • Made World.WaypointBlip and World.WaypointPosition get values faster

  • Made WeaponComponent.AttachmentPoint get value faster

  • Made Weapon.Components load all compatible weapon components faster

  • Made Screen.ShowHelpTextThisFrame() show texts only one frame

  • Made all of the ped and vehicle properties that directly access to memory more future-proof by using memory patterns, preventing some scripts from easily not working by game updates

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You can now specify scripting API version to be used for source scripts via file name. For example, SHVDN runs "script.3.cs" using the v3 API.

Changelog

  • Added Blip.MemoryAddress, Blip.DisplayType, Blip.CategoryType, Blip.SecondaryColor, Blip.DisplayNameHash, Blip.RotationFloat, Blip.ScaleX, Blip.ScaleY, Blip.FlashInterval, Blip.FlashTimeLeft, Blip.ShowsDollarSign, Blip.ShowsHeadingIndicator, Blip.ShowsOutlineIndicator, Blip.ShowsFriendIndicator, Blip.ShowsCrewIndicator, Blip.IsHiddenOnLegend, Blip.GetAppropriateName(), Blip.ResetName(), BlipCategoryType, BlipDisplayType, and World.GetNearbyBlips()
  • Added the getters of Blip.Priority, Blip.NumberLabel, Blip.Name, Blip.Rotation, and Blip.ShowRoute
  • Added Model.IsBig, Model.HasBulletProofGlass, Model.HasLowriderHydraulics, Model.HasDonkHydraulics, Model.HasParachute, Model.HasRocketBoost, Model.AllowRappel, Model.CanStandOnTop, and Model.CanJump
  • Added Vehicle.IsBigVehicle, Vehicle.IsBus, Vehicle.IsDonk, Vehicle.IsElectricVehicle, Vehicle.IsEmergencyVehicle, Vehicle.IsLawEnforcementVehicle, Vehicle.IsLowrider, Vehicle.IsOffRoadVehicle, Vehicle.IsSubmarineCar, Vehicle.IsTank, and Vehicle.IsVan
  • Added World.PedCount, World.PropCount, World.PickupObjectCount, World.VehicleCapacity, World.PedCapacity, World.PropCapacity, and World.PickupObjectCapacity
  • Added Entity.IsWaterCannonProof, Entity.IsSteamProof, Entity.IsSmokeProof
  • Added the property Vehicle.HandlingData
  • Added Ped.GetAllModels() and Weapon.GetAllModels()
  • Added new peds, vehicles, weapons, radio stations, blip sprites, and explosion types to PedHash, VehicleHash, WeaponHash, RadioStation,BlipSprite, and ExplosionType enums
  • Added OpenWheel to VehicleClass enum
  • Added missing control values to Control enum
  • Added missing firing pattern values to FiringPattern enum
  • Added missing flag values to LeaveVehicleFlags enum
  • Added more accurate values to VehicleLockStatus and made confusing values obsolete
  • Added countermeasure against removing vehicles added in Arena War or later updates (Lowriders or later updates in 1.0.505.2 to 1.0.1493.1), using memory patterns
  • Fixed Vehicle.OilVolume and Vehicle.PetrolTankVolume returning the wrong value
  • Fixed the getter of Game.TimeScale not working in v1.0.2060.0 or higher
  • Fixed some properties and methods of EntityBone not working in v1.0.2189.0 or higher
  • Fixed Game.GetUserInput() throwing exception for certain window titles
  • Fixed Ped.SeatIndex not necessarily returning the correct value
  • Fixed Audio.PlaySoundAt and Audio.PlaySoundFrontend not correctly tying the returning sound id
  • Fixed Notification.Show(), Screen.ShowSubtitle(), Screen.ShowHelpTextThisFrame(), the setter of TextElement.Caption, TextElement.GetStringWidth(), and TextElement.GetScaledStringWidth() throwing exception when the text argument is null (now work as if the text argument is the empty string)
  • Fixed PedHash.Corpse01UMY using the wrong value
  • Improved performance of methods for getting entities in World and World.GetAllBlips() (or World.GetActiveBlips() in the v2 API)
  • Made World.CreateRandomVehicle() return immediately (the method does not work currently)
  • Made methods for creating entities in World return null when the entity pool is full in order to prevent the game from crashing
  • Made some vehicle properties more future-proof by using memory patterns, preventing some scripts from easily not working by game updates
  • Updated GameVersion enum to contain newer versions
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Changelog

  • Added new vehicles to VehicleHash enum
  • Added overload to Screen.ShowHelpTextThisFrame() to make beeping optional
  • Added WeaponCollection.Give() overload which accepts a weapon name
  • Added setter for Ped.VehicleWeapon
  • Added VehicleWindowTint.Invalid enum value for when the native returns "-1"
  • Fixed Ped.Kill()
  • Fixed wrong date being set and returned by World.CurrentDate
  • Fixed setter for Vehicle.SteeringAngle using radians instead of degrees
  • Fixed file version information for ScriptHookVDotNet2.dll
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Changelog

  • Fixed missing multiply operator in quaternion class for v2 API
  • Fixed IsPersistent and MarkAsNoLongerNeeded() using the wrong natives
  • Updated GameVersion enum to contain newer versions
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Changelog

  • Fixed "//0" being added to INI value when saving script settings
  • Fixed keyboard state not updating correctly when pressing modifier keys (like Ctrl or Shift)
  • Fixed scripts that were installed to subdirectories of "scripts" not loading
    This should never have worked, but did in v2 because of an oversight. Unfortunately some scripts rely on this, so enabling that behavior again.
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You can now change the default key used to toggle the in-game console. Reloading via a key press in addition to the Reload() command in the console is possible again too.
To modify those shortcut keys, edit ScriptHookVDotNet.ini in the game folder (e.g.):

ReloadKey=Insert
ConsoleKey=F4

Changelog

  • Added reload key again and support for changing the console toggle key
  • Fixed some scripts failing to load with a TypeLoadException
  • Fixed characters going missing when rendering strings greater than 198 characters