Final 2.3.0

This commit is contained in:
omuretsu 2023-05-25 16:45:51 -04:00
parent 97ea35bd5b
commit f75c185d39
2 changed files with 19 additions and 13 deletions

@ -3,8 +3,8 @@
Changelog
=========
v2.3 Dev - SF3 rework and performance improvements (15 May 2023)
----------------------------------------------------------------
v2.3.0 - SF3 rework and performance improvements (25 May 2023)
--------------------------------------------------------------
BREAKING CHANGES: These changes may require changes to your scripts.
@ -14,10 +14,10 @@ BREAKING CHANGES: These changes may require changes to your scripts.
* 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:
* Remove requirement for args to be unique. (@d0sboots)
* 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)
@ -25,11 +25,13 @@ PERFORMANCE:
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.
@ -38,6 +40,7 @@ NETSCRIPT GENERAL:
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)

@ -89,8 +89,8 @@ export const CONSTANTS: {
LatestUpdate: string;
} = {
VersionString: "2.3.0",
isDevBranch: true,
VersionNumber: 30,
isDevBranch: false,
VersionNumber: 31,
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@ -229,9 +229,9 @@ export const CONSTANTS: {
Donations: 79,
// Also update doc/src/changelog.rst
// Also update doc/source/changelog.rst
LatestUpdate: `
v2.3 Dev - SF3 rework and performance improvements (28 Apr 2023)
v2.3.0 - SF3 rework and performance improvements (25 May 2023)
----------------------------------------------------------------
BREAKING CHANGES: These changes may require changes to your scripts.
@ -242,22 +242,24 @@ BREAKING CHANGES: These changes may require changes to your scripts.
* 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:
* Remove requirement for args to be unique. (@d0sboots)
* 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 launching/starting. (@d0sboots)
* 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.
@ -266,6 +268,7 @@ NETSCRIPT GENERAL:
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)