From 4f83d6a58ae63504954f5fbe62227f0ef38ebd38 Mon Sep 17 00:00:00 2001 From: omuretsu <84951833+Snarling@users.noreply.github.com> Date: Thu, 25 May 2023 18:55:04 -0400 Subject: [PATCH] 2.3.1 dev start --- src/Constants.ts | 116 ++--------------------------------------------- 1 file changed, 4 insertions(+), 112 deletions(-) diff --git a/src/Constants.ts b/src/Constants.ts index ed298340e..0597176e0 100644 --- a/src/Constants.ts +++ b/src/Constants.ts @@ -88,8 +88,8 @@ export const CONSTANTS: { Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG LatestUpdate: string; } = { - VersionString: "2.3.0", - isDevBranch: false, + VersionString: "2.3.1", + isDevBranch: true, VersionNumber: 31, /** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience @@ -231,119 +231,11 @@ export const CONSTANTS: { // Also update doc/source/changelog.rst LatestUpdate: ` -v2.3.0 - SF3 rework and performance improvements (25 May 2023) ----------------------------------------------------------------- - -BREAKING CHANGES: These changes may require changes to your scripts. - -* Major changes to the SF3 mechanic. See the related section below for more detailed info on the changes. -* 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). -* 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. -* 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. -* 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. -* hackAnalyzeThreads now returns -1, instead of 0, when no money can be hacked from the targeted server. -* ns.iKnowWhatImDoing has been removed, replaced by ns.tprintRaw for printing custom react content to the terminal (limited support). - -PERFORMANCE: - -* Minimize impact of unavoidable memory leak when modules are created, by reusing modules as much as possible (@d0sboots) -* Internal data structure changes (@d0sboots, @Snarling) -* Fix memory leak when initializing large number of netscript ports (@Snarling) -* Improve performance while on the Active Scripts page if many scripts are starting/ending. (@d0sboots) - -NETSCRIPT GENERAL: - -* Remove requirement for script args to be unique. This was also related to performance improvements. (@d0sboots) -* ns.hackAnalyzeThreads no longer indicates infinity any time a single thread would hack less than $1 (@Snarling) -* ns.renamePurchasedServer no longer crashes if player is connected to the server being renamed (@Snarling) -* ns.hackAnalyzeThreads now return -1 (instead of 0) if no money can be hacked from the targeted server. (@d0sboots) -* Fix a possible infinite atExit loop if a script killed itself. (@Snarling) -* Static timestamps of last resets can be obtained via ns.getResetInfo, replacing playtimeSinceLastX from ns.getPlayer (@G4mingJon4s) -* Improved support for printing react content directly to the terminal (ns.tprintRaw) or to a script log (ns.printRaw). -* Added RunOptions, which can optionally replace the "threads" argument for ns.run/ns.exec/ns.spawn. (@d0sboots) - * RunOptions.threads: Provide a thread count (since RunOptions can replace the threads argument) - * RunOptions.temporary: Prevents the script execution from being included in the save file. - * RunOptions.ramOverride: Provide a static ram cost for the script to override what is calculated by the game. Dynamic ram checking is still enforced. - * RunOptions.preventDuplicates: Fail to launch the script if the args are identical to a script already running. +v2.3.1 dev +---------- GENERAL / MISC: -* Fixed a bug that could cause the overview skill bars to become desynced (@d0sboots) -* There is now an autoexec setting to specify a script on home to automatically run when loading the game. (@d0sboots) -* Monaco script editor updated to a newer version and has more config options available now. (@Snarling) -* Improve Electron's handling of external links (@Snarling) -* Improved support for ANSI color codes (@d0sboots) -* Improved consistency of file paths. Correct names for files no longer start with a / even if they are in a directory. (@Snarling) -* All Math Expressions contract no longer accepts wrong answers (@Snarling) -* Faction invites now trigger immediately when backdooring a server. (@Snarling) -* Fixed issue where duplicate programs could be created. (@Minzenkatze) -* UI improvements to create program page (@Minzenkatze) -* Fix inconsistency in skill xp to skill level conversion (@hydroflame) -* Updated blood donation counter to reflect number of confirmed blood donations. (@hydroflame) -* Minor improvements to ram calculation process (@Snarling) -* Improved terminal arguments detection (@Snarling) -* Improved display for ls terminal command. (@Snarling) -* Added more internal tests and improved test quality (@d0sboots) -* Various codebase improvements (@Snarling, @d0sboots) -* Documentation improvements (Many contributors) * Nerf noodle bar - -SPOILER SECTIONS: - -SF2: - -* Corrected the "Next equipment unlock" text for member upgrades. (@LiamGeorge1999) - -SF3: - -* Many Corporation API changes, due to functionality changes and due to property name changes. See documentation for correct usage. -* Can now have multiple divisions within the same industry. (@Mughur) -* Can now sell a division or sell the entire corporation. (@Mughur) -* Product quality now depends on material quality (@Mughur) -* Product price can be set separately per-city (@Mughur) -* Exports can be set relative to inventory or production (@Mughur) -* ns.corporation.getProduct is city-specific (@Mughur) -* Bulk purchasing is available from the start (@Mughur) -* Can buy multiple upgrades at a time, similar to hacknet node upgrades (@Mughur) -* Various UI changes (@Mughur) -* Removed happiness from employees (@Mughur) -* Coffee renamed to tea (@Mughur) -* Training position renamed to intern (@Mughur) -* More options for SmartSupply (@Mughur) -* Advertising nerf (@Mughur) -* Nerfed investors and reduced effectiveness of "fraud" (@Mughur) -* Fixed React errors, renamed most corp object properties (@Snarling) -* Various other changes (@Mughur, @Snarling) - -SF4: - -* Faction invites trigger immediately when running ns.singularity.getFactionInvitations (@Snarling) -* Added ns.singularity.getCompanyPositionInfo (@jeek) - -SF6: - -* Failing a contract or operation now consumes the action (@Zelow79) - -SF9: - -* The SF9.3 bonus is also given to the player when inside of BN9. (@Zelow79) -* Adjusted the SF1 bonus for hacknet costs (slight nerf), and raised the SF9 bonus to compensate. (@d0sboots) -* Added option to purchase company favor using hashes. (@jeek) - -SF10: - -* Sleeve shock recovery now scales with intelligence. (@Tyasuh) -* Sleeve kills during crimes count towards numPeopleKilled (@Zelow79) -* Fix a misspelled moneySourceTracker call for sleeves (@zerbosh) -* ns.sleeve.getTask return value now includes cyclesNeeded where applicable (@Snarling) -* Internal type refactoring on Sleeve Work. (@Snarling) - -SF12: - -* Fix inconsistency in how BN12 multipliers were calculated - -SF13: - -* Improve performance of Stanek's gift update cycle, and rework (buff) bonus time handling. (@Snarling) `, };