![]() Made Projectile.Owner obsolete as the projectile owner can be other physical entities such as vehicles.Added HandlingData.BoostMaxSpeed, HandlingData.BrakeBiasFront, HandlingData.DownForceModifier, HandlingData.DriveBiasFront, HandlingData.InitialDragCoefficient, HandlingData.InitialDriveMaxFlatVelocity, HandlingData.LowSpeedTractionLossMultiplier, HandlingData.PopUpLightRotation, HandlingData.RocketBoostCapacity and HandlingData.TractionCurveLateral.The signature of existing overload of Entity.IsInAngledArea() is kept for existing script compatibilities, including the parameter names.Added a new overload of Entity.IsInAngledArea(), World.DrawBoxForAngledArea(), World.IsPointInAngledArea(), and DrawBoxFlags.Almost all the changes are done in v3.5.0. V3.5.0 is skipped due to versioning issues. Updated ParachuteLandingType and old values as obsolete.Updated Formation and old values as obsolete.No longer returns null when the ped is going to a entry point (door) or opening the door, or returns a Vehicle instance that are for the vehicle the ped is getting in. Made Weapon.LocalizedName and WeaponComponent.LocalizedName faster.Fixed exception when attempting to initialize a custom script instance.Fixed the countermeasure for vehicle despawning not working in.Fixed the Entity.MaxHealthFloat not working correctly in.Fixed the setter of Vehicle.RadioStation.Fixed World.CreateParticleEffect not working with entity.Fixed WeaponComponentCollection ( ) crashing the game on the collection accessed in. ![]() Added missing values to VehicleWeaponHash.Added missing value to Dead to Relationship and documentations for most values to tell script developers accurate names.Added missing values to EnterVehicleFlags and EnterVehicleFlags and old incorrect values of EnterVehicleFlags as obsolete.For developers, if you use VehicleParachute, VehicleBikeWings, VehicleFlyBombBay, VehicleFlåounter, VehicleFlyTransform, QuadLocoReverse, RespawnFaster, HudmarkerSelect, you should compile against v3.6.0 (v2.11.6.0 for v2 API) or later versions of SHVDN since enum values are compiled as constant values.Added missing value for INPUT_VEH_FLY_BOOST to Control enum.Added missing values to VehicleDrivingFlags and old incorrect values as obsolete.Added missing values to Font of v3 API and documentations for all values.Added missing values to AnimationFlags and documentations for all values and made 2 old values as obsolete.Added new peds, vehicles, weapons, weapon components, and blip sprites to PedHash, VehicleHash, WeaponHash, WeaponComponentHash, and BlipSprite enums.Note that Ped.AlwaysKeepTask only take effect when you call Ped.MarkAsNoLongerNeeded() or set Ped.IsPersistent to false as previous versions.Added the accurate documentation to Ped.AlwaysKeepTask and Ped.BlockPermanentEvents.Added Vehicle.IsParachuteDeployed, Vehicle.IsRocketBoostActive, Vehicle.StartParachuting(), and the setters of IsLeftIndicatorLightOn and IsRightIndicatorLightOn.Added Vehicle.BringToHalt(), Vehicle.BringToHalt(), Vehicle.StopBringingToHalt() methods, and IsBeingBroughtToHalt property.Added TaskInvoker.StartVehicleMission(), TaskInvoker.StartHeliMission(), TaskInvoker.StartPlaneMission(), and TaskInvoker.StartBoatMission(), Vehicle.GetActiveMissionType() methods, VehicleMissionType, BoatMissionFlags, and HeliMissionFlags enums.Added missing values to IntersectFlags and old incorrect value as obsolete.Use ShapeTest.StartTestCapsule() instead. Made World.RaycastCapsule() as obsolete because the result may not be made in the same frame you call the method despite START_SHAPE_TEST_CAPSULE asynchronous.Added ShapeTest class, ShapeTestHandle and ShapeTestResult structs, and ShapeTestStatus and ShapeTestOptions.Compiled scripts do not take effect since enums are embedded as constants when directly used. NativeHashes enums are updated (v3 API only) as some leaked source revealed all the exact native function names that exist in. Note that Script.Yield() and Script.Wait() are not available and instead throw an exception when NoScriptThread is set to true (even via some scripting API such as World.CreateVehicle() without having the model loaded in advance). You can now run scripts in the main thread rather than a decicated thread by setting NoScriptThread of ScriptAttributes to true.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |