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2.3.1 dev start
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src/Constants.ts
116
src/Constants.ts
@ -88,8 +88,8 @@ export const CONSTANTS: {
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Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
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LatestUpdate: string;
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} = {
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VersionString: "2.3.0",
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isDevBranch: false,
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VersionString: "2.3.1",
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isDevBranch: true,
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VersionNumber: 31,
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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@ -231,119 +231,11 @@ export const CONSTANTS: {
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// Also update doc/source/changelog.rst
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LatestUpdate: `
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v2.3.0 - SF3 rework and performance improvements (25 May 2023)
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----------------------------------------------------------------
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BREAKING CHANGES: These changes may require changes to your scripts.
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* Major changes to the SF3 mechanic. See the related section below for more detailed info on the changes.
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* The same script filename can now be ran multiple times with the same args. If running a script from another script (ns.run/ns.exec/etc), this limitation can be re-imposed with the preventDuplicates RunOption (see general section for info on RunOptions).
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* The same .js script will now be the same js module whether the script was ran directly or used as an import. This means top-level variables (variables defined outside of any function) are shared across all instances of the script.
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* The js module for a script will also be reused by any script that has the exact same compiled text, even if that script is on another server or has a different filename. This can lead to unexpected results when using top-level variables.
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* Some properties removed from ns.getPlayer and added to a separate function ns.getResetInfo. These are still accessible from getPlayer but will produce a warning message the first time they are accessed per game session.
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* hackAnalyzeThreads now returns -1, instead of 0, when no money can be hacked from the targeted server.
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* ns.iKnowWhatImDoing has been removed, replaced by ns.tprintRaw for printing custom react content to the terminal (limited support).
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PERFORMANCE:
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* Minimize impact of unavoidable memory leak when modules are created, by reusing modules as much as possible (@d0sboots)
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* Internal data structure changes (@d0sboots, @Snarling)
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* Fix memory leak when initializing large number of netscript ports (@Snarling)
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* Improve performance while on the Active Scripts page if many scripts are starting/ending. (@d0sboots)
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NETSCRIPT GENERAL:
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* Remove requirement for script args to be unique. This was also related to performance improvements. (@d0sboots)
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* ns.hackAnalyzeThreads no longer indicates infinity any time a single thread would hack less than $1 (@Snarling)
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* ns.renamePurchasedServer no longer crashes if player is connected to the server being renamed (@Snarling)
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* ns.hackAnalyzeThreads now return -1 (instead of 0) if no money can be hacked from the targeted server. (@d0sboots)
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* Fix a possible infinite atExit loop if a script killed itself. (@Snarling)
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* Static timestamps of last resets can be obtained via ns.getResetInfo, replacing playtimeSinceLastX from ns.getPlayer (@G4mingJon4s)
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* Improved support for printing react content directly to the terminal (ns.tprintRaw) or to a script log (ns.printRaw).
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* Added RunOptions, which can optionally replace the "threads" argument for ns.run/ns.exec/ns.spawn. (@d0sboots)
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* RunOptions.threads: Provide a thread count (since RunOptions can replace the threads argument)
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* RunOptions.temporary: Prevents the script execution from being included in the save file.
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* RunOptions.ramOverride: Provide a static ram cost for the script to override what is calculated by the game. Dynamic ram checking is still enforced.
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* RunOptions.preventDuplicates: Fail to launch the script if the args are identical to a script already running.
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v2.3.1 dev
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----------
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GENERAL / MISC:
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* Fixed a bug that could cause the overview skill bars to become desynced (@d0sboots)
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* There is now an autoexec setting to specify a script on home to automatically run when loading the game. (@d0sboots)
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* Monaco script editor updated to a newer version and has more config options available now. (@Snarling)
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* Improve Electron's handling of external links (@Snarling)
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* Improved support for ANSI color codes (@d0sboots)
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* Improved consistency of file paths. Correct names for files no longer start with a / even if they are in a directory. (@Snarling)
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* All Math Expressions contract no longer accepts wrong answers (@Snarling)
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* Faction invites now trigger immediately when backdooring a server. (@Snarling)
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* Fixed issue where duplicate programs could be created. (@Minzenkatze)
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* UI improvements to create program page (@Minzenkatze)
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* Fix inconsistency in skill xp to skill level conversion (@hydroflame)
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* Updated blood donation counter to reflect number of confirmed blood donations. (@hydroflame)
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* Minor improvements to ram calculation process (@Snarling)
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* Improved terminal arguments detection (@Snarling)
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* Improved display for ls terminal command. (@Snarling)
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* Added more internal tests and improved test quality (@d0sboots)
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* Various codebase improvements (@Snarling, @d0sboots)
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* Documentation improvements (Many contributors)
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* Nerf noodle bar
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SPOILER SECTIONS:
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SF2:
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* Corrected the "Next equipment unlock" text for member upgrades. (@LiamGeorge1999)
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SF3:
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* Many Corporation API changes, due to functionality changes and due to property name changes. See documentation for correct usage.
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* Can now have multiple divisions within the same industry. (@Mughur)
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* Can now sell a division or sell the entire corporation. (@Mughur)
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* Product quality now depends on material quality (@Mughur)
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* Product price can be set separately per-city (@Mughur)
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* Exports can be set relative to inventory or production (@Mughur)
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* ns.corporation.getProduct is city-specific (@Mughur)
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* Bulk purchasing is available from the start (@Mughur)
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* Can buy multiple upgrades at a time, similar to hacknet node upgrades (@Mughur)
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* Various UI changes (@Mughur)
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* Removed happiness from employees (@Mughur)
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* Coffee renamed to tea (@Mughur)
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* Training position renamed to intern (@Mughur)
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* More options for SmartSupply (@Mughur)
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* Advertising nerf (@Mughur)
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* Nerfed investors and reduced effectiveness of "fraud" (@Mughur)
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* Fixed React errors, renamed most corp object properties (@Snarling)
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* Various other changes (@Mughur, @Snarling)
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SF4:
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* Faction invites trigger immediately when running ns.singularity.getFactionInvitations (@Snarling)
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* Added ns.singularity.getCompanyPositionInfo (@jeek)
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SF6:
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* Failing a contract or operation now consumes the action (@Zelow79)
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SF9:
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* The SF9.3 bonus is also given to the player when inside of BN9. (@Zelow79)
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* Adjusted the SF1 bonus for hacknet costs (slight nerf), and raised the SF9 bonus to compensate. (@d0sboots)
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* Added option to purchase company favor using hashes. (@jeek)
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SF10:
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* Sleeve shock recovery now scales with intelligence. (@Tyasuh)
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* Sleeve kills during crimes count towards numPeopleKilled (@Zelow79)
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* Fix a misspelled moneySourceTracker call for sleeves (@zerbosh)
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* ns.sleeve.getTask return value now includes cyclesNeeded where applicable (@Snarling)
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* Internal type refactoring on Sleeve Work. (@Snarling)
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SF12:
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* Fix inconsistency in how BN12 multipliers were calculated
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SF13:
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* Improve performance of Stanek's gift update cycle, and rework (buff) bonus time handling. (@Snarling)
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`,
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};
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