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Final 2.3.0
This commit is contained in:
parent
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commit
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@ -3,8 +3,8 @@
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Changelog
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=========
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v2.3 Dev - SF3 rework and performance improvements (15 May 2023)
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----------------------------------------------------------------
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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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@ -13,11 +13,11 @@ BREAKING CHANGES: These changes may require changes to your scripts.
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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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* 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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* Remove requirement for args to be unique. (@d0sboots)
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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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@ -25,11 +25,13 @@ PERFORMANCE:
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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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@ -38,6 +40,7 @@ NETSCRIPT GENERAL:
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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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@ -109,7 +112,7 @@ SF10:
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SF12:
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* Fix inconsistency in how BN12 multipliers were calculated
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* Fix inconsistency in how BN12 multipliers were calculated
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SF13:
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@ -89,8 +89,8 @@ export const CONSTANTS: {
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LatestUpdate: string;
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} = {
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VersionString: "2.3.0",
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isDevBranch: true,
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VersionNumber: 30,
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isDevBranch: false,
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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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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -229,9 +229,9 @@ export const CONSTANTS: {
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Donations: 79,
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// Also update doc/src/changelog.rst
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// Also update doc/source/changelog.rst
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LatestUpdate: `
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v2.3 Dev - SF3 rework and performance improvements (28 Apr 2023)
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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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@ -241,23 +241,25 @@ BREAKING CHANGES: These changes may require changes to your scripts.
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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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* 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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* Remove requirement for args to be unique. (@d0sboots)
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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 launching/starting. (@d0sboots)
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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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@ -266,6 +268,7 @@ NETSCRIPT GENERAL:
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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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@ -337,7 +340,7 @@ SF10:
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SF12:
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* Fix inconsistency in how BN12 multipliers were calculated
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* Fix inconsistency in how BN12 multipliers were calculated
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SF13:
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