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Releases: scuba-sc/sc-offline

v0.7.8.3

v0.7.8.3 Pre-release
Pre-release

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@github-actions github-actions released this 15 Oct 08:55
858b52a

Built from this repository's source — commit 858b52ab20f1b5905dc165506247026db0cd59d5 on
v0.7.8.3.

Playing: download sc-offline-v0.7.8.3.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • Ship the build plugin and reopen the Vehicles panel (v0.7.8.3) by @scubamount in #138
  • Teleport, Travel and quantum boost on sco-core main (v0.7.8.3) by @scubamount in #139
  • Bring back the Creative tab as the creative plugin's own panel by @scubamount in #140

Full Changelog: v0.7.8.2...v0.7.8.3

v0.7.8.2

v0.7.8.2 Pre-release
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@github-actions github-actions released this 15 Oct 05:41
c19e493

Built from this repository's source — commit c19e493faa3f97e4185f510b3769f51cd7472df9 on
v0.7.8.2.

Playing: download sc-offline-v0.7.8.2.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • Maintain the optional co-presence module in its own repository by @scubamount in #136
  • Run contracts on the host engine again (v0.7.8.2) by @scubamount in #137

Full Changelog: v0.7.8.1...v0.7.8.2

v0.7.8.1

v0.7.8.1 Pre-release
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@github-actions github-actions released this 15 Oct 03:11
e141e4a

Fixes v0.7.8 not starting the game (#134). v0.7.8 refused its own offline startup on every PC, so the game closed a moment after it opened and the launcher took the mod out again. This pre-release fixes both causes:

  • The mod now confirms the game is offline itself, by reading the Windows Firewall rules the launcher adds for StarCitizen.exe and checking the game has no internet connection open. mod.log shows the result on one [g1] evidence: line; if it can't confirm, the mod refuses to start.
  • The game now waits for the mod at start-up, so expect a pause of roughly 15 seconds before the game window appears.

Also in this release: contracts now ships as a plugin and is unavailable in game for the time being; it needs SDK services that aren't published yet. Your wallet.txt is kept. The README's recovery steps and safety section are updated.

Tested so far: on one Windows test PC the mod confirmed offline, applied every offline patch, and the game booted offline (bOnline[0] in Game.log). Running it with normal rights, reaching the menu and playing have not been tested yet. Reports with mod.log and Game.log help.


Built from this repository's source — commit e141e4a869109a1a745bedeae6a932558fc0ff5d on
v0.7.8.1.

Playing: download sc-offline-v0.7.8.1.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • Fix the v0.7.8 launch refusal (v0.7.8.1) by @scubamount in #135
  • docs: correct README recovery steps, SDK status, and add the safety section by @scubamount in #132

Full Changelog: v0.7.8...v0.7.8.1

v0.7.8

v0.7.8 Pre-release
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@github-actions github-actions released this 14 Oct 20:26
4db58d2

Known issue: v0.7.8 does not start offline. Its offline bootstrap is refused at startup (offline admission/prepare refused: BAD_ARG in mod.log), so the game is not patched. Use v0.7.7 until a fixed release ships.

Built from this repository's source — commit 4db58d237c5f77ef6b017c135a91970ae7806838 on
v0.7.8.

Playing: download sc-offline-v0.7.8.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • fix(builtins): SCO_FAILED when a command ran and failed (sco-core #12) by @scubamount in #115
  • Docs: turn off NVIDIA Smooth Motion if the game crashes while loading by @scubamount in #114
  • Pin optional plugin ImGui coupling to exact host source and SDK bytes by @scubamount in #118
  • Separate SDK-only NPC and inspector workflows from host registration by @scubamount in #120
  • Pin sco-core to published sdk-v2.0.0 (migration 0A) by @scubamount in #122
  • Ship inspector as an external published-SDK plugin (step 1B) by @scubamount in #123
  • Ship NPC as an external published-SDK plugin (step 1C) by @scubamount in #124
  • README provenance, risks and recovery; ship third-party notices by @scubamount in #128
  • Remove game-screenshot banner, screenshot and social preview images by @scubamount in #129
  • Record the v0.7.7 maintainer run in status and the changelog by @scubamount in #130
  • State sc-offline's own licence as GPL-3.0-only by @scubamount in #131
  • R1 integration on the published SDK 2.2.0 (v0.7.8) by @scubamount in #126

Full Changelog: v0.7.7...v0.7.8

v0.7.7

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@github-actions github-actions released this 11 Oct 22:21
1ac5308

v0.7.7 — Experimental hotfix

Fixes competing death-hook ownership.

Crash while loading on an NVIDIA GPU? Turn off Smooth Motion for Star Citizen in the NVIDIA App (Graphics → Program Settings → Star Citizen → Smooth Motion → Off). It causes the startup crash in #109 and #112; with it off, v0.7.7 starts normally.

Changes

  • The game pack owns the death hook; contracts consume its actor-death events instead of installing a competing detour.
  • Preserves actor-death notifications, local-player-only death events and contract recent-death bookkeeping. C/C++/C#/Lua adapters support the actor-death payload.
  • Reports degraded entity-only contract bookkeeping if the contracts built-in is unavailable.

Validation and limits

Windows CI compiled and linked both the normal Release build and the optional bridges test build. All five standard product checks passed. The maintainer ran v0.7.7 in game with Smooth Motion off; broader field testing is ongoing.

Crash diagnostics report faulting module/offset and raw-stack executable-address candidates; those candidates are not an unwound call chain or proof of cause.

Installation and reports

Download sc-offline-v0.7.7.zip, extract it, perform the README's one-time setup, and run sc-offline.exe. The creative plugin remains disabled by default.

For a failing run, preserve matching Game.log, mod.log and launcher.log. Crash dumps can contain personal/process data; share them privately rather than attaching them to a public issue.

v0.7.6

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@github-actions github-actions released this 11 Oct 09:21
df0e79d

Built from this repository's source — commit df0e79d3308fb04cc90e7d2a69e1beae096f814d on
v0.7.6.

Playing: download sc-offline-v0.7.6.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • Release hardening 02: sdk-headers reads sco-core's components.json (legacy fallback, fail-closed) by @scubamount in #102
  • sdk-headers: accept one ImGui component per file by @scubamount in #103
  • sco-core c133484: game-neutral sco-lua; host registers the Star Citizen adapter by @scubamount in #104
  • 0.7.6: game never starts as administrator; [crash] lines name the faulting module by @scubamount in #108

Full Changelog: v0.7.5...v0.7.6

v0.7.5

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@github-actions github-actions released this 11 Oct 00:11
9fde7fa

Built from this repository's source — commit 9fde7fa4ad2cb5bbc1aa02b0b68d673fd63fdc2f on
v0.7.5.

Playing: download sc-offline-v0.7.5.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • 0.7.5: Discord status as an SDK plugin; plugins on by default by @scubamount in #101

Full Changelog: v0.7.4...v0.7.5

v0.7.4

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@github-actions github-actions released this 10 Oct 23:38
634e974

Built from this repository's source — commit 634e97441aacfcf32865614d89b336db9d3fa229 on
v0.7.4.

Playing: download sc-offline-v0.7.4.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • sc-offline SDK conversion: game services, rows, consumers, mining, launcher (integration of #82 #89 #85 #90 #91 #94 #93 #92) by @scubamount in #95
  • Build ground ray and teleport-to-camera on game.world (plan PR 6, sc-offline half) by @scubamount in #97
  • sc-offline as a pure SDK consumer: SDK-headers gate, creative/cheats as an optional plugin (plan PR 8) by @scubamount in #98
  • Docs rewrite for the SDK conversion (stacked on #98) by @scubamount in #99
  • 0.7.4: safe to go online as soon as the game closes; version info on the binaries by @scubamount in #100

Full Changelog: v0.7.3...v0.7.4

v0.7.3

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@github-actions github-actions released this 10 Oct 11:00
36724e9

Built from this repository's source — commit 36724e94838ecd46830f3133b1980a069d78e512 on
v0.7.3.

Playing: download sc-offline-v0.7.3.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • 0.7.3: menu thread never blocks on the game thread by @scubamount in #87

Full Changelog: v0.7.2...v0.7.3

v0.7.2

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@github-actions github-actions released this 10 Oct 10:44
72e3e70

Built from this repository's source — commit 72e3e7077ce3e798cd360058db7f98fb29730a57 on
v0.7.2.

Playing: download sc-offline-v0.7.2.zip, extract it, and run
sc-offline.exe (Linux, experimental: sc-offline.sh). Do the README's one-time
Setup first; sc-offline.exe status checks it. dinput8.dll is attached on its
own for anyone swapping DLLs.

Every runtime path in a release is unproven until someone has run it.
If something breaks, send back the matching lines from mod.log and
Game.log.

What's Changed

  • 0.7.2: fix the menu starving the game's thread; add a menu perf probe by @scubamount in #86

Full Changelog: v0.7.1...v0.7.2