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Releases: Cranch-fur/UETools-GUI

v4.3b

06 Mar 22:39

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[GUI.cpp]
— Fixed a typo that resulted "Copy" button in Character::Draw() to paste X location coordinate in to Y field.

Discovered by https://github.com/josdemmers in #4

v4.3

17 Feb 00:42

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[GUI.cpp/.h]
— GUI::Draw() is modular now, all parts of menu been spread between Draw() functions within "Features" & new "Templates" namespaces.

— ImGuiKey_ToWinAPI() & ImGuiKey_GetName() added support for more keyboard buttons.

— DebugDraw class moved to the bottom of GUI.cpp/.h, right before Templates namespace.

— Thread safe ActorTrace & ActorsTracker.

— Updated sections commentaries.

v4.2

07 Feb 07:18

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[Unreal.cpp/.h]
— (Actor) Added unified TeleportTo() & SweepTo() functions for all of the code to use. In case there's an SDK quirk, it would be enough to update just one function instead of every call around the code.

— Unreal::Level::CreateLevelSequence() is now wrapped with __try __except to avoid game crash when passing LevelSequenceDirector as levelSequencePath.

— Function::DataStructure now contains string with function address so we don't have to calculate it every ImGui frame. Unreal::Function::GetFunctions() been updated to account for that change.

[GUI.cpp/.h]
— Template_Functions() now pushes function address as unique ID.

— Positions table wasn't able to fit on 1080p screen, so we've moved X, Y, Z coordinates out of it to shrunk its width.

— Positions added "Reload" button in order to be able to swap "Positions.cfg" at runtime.

— Positions.cfg now stores character rotation alongside other fields. Features::Positions::ReadPositionFromConfig() and Features::Positions::Save() functions been updated to account for that change.

— DirectionalMovement changed default values to slower but smoother movement.

v4.2b

07 Feb 11:58

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[GUI.cpp]
— Positions table now scales menu in width, so everything can fit within 1080p resolution and lower.

v4.1

04 Feb 15:27

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[Unreal.cpp/.h]
— Added Unreal::Function class alongside GetFunctions(), CallFunction() & FilterByName() methods.

[GUI.cpp/.h]
— New "Functions" feature: scan for and call Actor/ActorComponent/UserWidget/Object functions w/o in arguments at runtime.

— Unified Soft Path description in to separate ImGui::Template_SoftPathDescription() method.

— Added feature to construct Object by Soft Path.

— Added vertical spaces where text fields we're too close to each other.

v4.0

02 Feb 03:59

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[Unreal.cpp/.h]
— SDK::FString has been discontinued as a function call argument; functions now expect std::wstring instead. Working with FString was unpredictable and often resulted in corrupted output or data loss. Data is now converted to FString only on demand (when strictly required by the engine).

— The Unreal::String section has been reworked and moved to Utilities::String, as its functions no longer rely on specific Unreal Engine types.

[GUI.cpp/.h]
— Built-in Console: Fixed a bug where the first command of a session was ignored.

— Load Level Instance: Fixed an issue where Split() would randomly skip levels or load the same level multiple times.

— Spawn Actor: Fixed an issue where Split() would randomly skip paths or spawn the same actor multiple times.

— Construct Widget: Fixed an issue where Split() would randomly skip paths or construct the same widget multiple times.

— New Feature — Positions: Store, teleport to, and share coordinates with friends or the community. This feature is accessible via the "Character" menu.

v3.9

01 Feb 00:39

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[GUI.cpp/.h + DirectWindow11.cpp]
— Keybindings system has finally been moved outside of rendering loop, it's now processed in dedicated thread that is created during GUI::Init().

— With new Keybindigns system in place, temporal solution of processing Omni-Movement Up & Down Keybindings has been reworked and moved to appropriate Inputs::Keybindings function.

— Tweaked default Directional Movement values for better out of the box experience.

— isInFocus data bool is now passed from rendering class to GUI.

— Added ThreadSafe version of Features::Debug::Update(). All Update() calls are now replaced with ThreadSafe layer.

— Increased maximum filter distance for Actors List.

v3.9b

01 Feb 16:04

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— Keybindings are now processed with 1ms Sleep().

— FreeCamera now freezes Character in time when entering it, and unfreezes at exiting.

— FreeCamera now has proper vertical (pitch) clamp.

v3.8

31 Jan 04:40

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[Unreal.cpp/.h]
— Rename FModelObjectPath_ToUnreal() -> NormalizeObjectPath().

— NormalizeObjectPath() fixed a substr() typo that ruined entire logic sequence.

— NormalizeObjectPath() added "--/.." suffix support from original UETools project.

— NormalizeObjectPath() added {title name}/Plugins support.

v3.8c

31 Jan 12:37

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[GUI.cpp/.h]
— Added Omni-Movement Keybindings to move up & down relative to the Character UpVector.