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Releases: CorrM/cg

v3.3.0

13 Mar 13:56
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CheatGear

  • Improve dependency structs sorter, so now less structs need to be moved to top of other structs
  • UClass::CreateDefaultObject function virtual index on UnrealEngine sdk now will catches on 99% of games
  • UGameViewportClient::PostRender function virtual index on UnrealEngine sdk now will catches on 99% of games

v3.2.1 - HOTFIX

06 Mar 03:06
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CheatGear

  • Fix GWorld not printed in UWorld
  • Improving dependency system:
    • Fix FRotator should be printed before FVector

v3.2.0

05 Mar 07:03
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CheatGear

  • Add PluignManager
  • Add pre-defined static variable UWorld::GWorld, Use that's to get current GWorld more information in docs
  • Add some pre-defined function:
    • FVector::ToRotator
    • FVector::Distance
  • Remove some locks for plugins, so filename of plugin doesn't need to be same as class name
  • Fix Number variable in FName struct was not initialized

CG Framework v3

  • Add new plugin type EnginePlugin: (HAS NO EFFECT FOR NOW)
    • That plugin type will be responsible for help core functions of SupportedEngins to there tasks
    • For example in UnrealEngine you can handle reading and fill data in UObject, FNameEntry
  • MemoryPlugin now will let u handle all memory related stuff, and I really mean ALL.
    • Check that two example to see what i'm talkin about Native, BypaPh

Documentation

  • CheatGear docs get some love this update

UI

  • Add PluignManager (You will love it)
  • Make some changes in UnrealInit
  • Make some style changes in Configs

v3.1.2

03 Feb 03:59
0808797
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CheatGear

  • Fix duplication of variables in InstancesHelper package
  • Add SdkGeneratorOptions
    • Generate InstancesHelper: Turn this off for big games, will save a lot of time
  • Fix PredefinedVariables have incorrect values, empty padding size in UObject and UFunction if they override with padding

UI

  • Improve config system and fix some bugs

v3.1.1

27 Jan 01:43
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CheatGear

  • Fix Install Config functionality
  • Remove Processed List from SDK Generator in Unreal SDK Manager, as it was case a big big BIG delay and no one look about it

UI

v3.1.0

18 Jan 17:35
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CheatGear

  • UnrealCpp plugin Add ../pch.h in _Package.cpp file
  • Add predefined InstancesHelper package, This package have two class yet
    • Names: that class contains all names dumped through sdk dump process
    • ObjectNames: that class contains fullname of all objects found through sdk dump process
      • ObjectNames should be very good to be used with CG::UObject::FindObject and CG::UObject::FindObjects
  • Reduce CGS(generated sdk file) file size
  • Change UEnum names limit to 10000 enum (YUP, some games have that enums)
  • Rename CheatGearMemory plugin to Native that make more sense
  • Add more string to BadKeyword list, that list used to get valid variable names in sdk (TRUE, FALSE, float etc)
  • Add a lot of null check to reduce NullReference exeption
  • General improves

ObjectNames usage example:

CG::ULocalPlayer lPlayer1 = CG::UObject::FindObject<ULocalPlayer>(CG::ObjectNames::LocalPlayer_Transient_GameEngine_2147482622_LocalPlayer_2147482528);
CG::UlocalPlayer lPlayer2 = CG::UObject::FindObject<ULocalPlayer>("LocalPlayer Transient.GameEngine_2147482622.LocalPlayer_2147482528");

Both lPlayer1 and lPlayer2 should be same, then why to use CG::ObjectNames.?
Think about what if the game release a new update and that "LocalPlayer Transient.GameEngine_2147482622.LocalPlayer_2147482528" changed then your code will run normally but at runtime your lPlayer would be just a nullptr but when you are using CG::ObjectNames it will be compiletime problem !!

v3.0.4 - HOTFIX

09 Jan 20:23
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Update README.md

v3.0.3 - HOTFIX

06 Jan 17:04
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v3.0.2 - HOTFIX

03 Jan 20:19
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v3.0.1 - HOTFIX

03 Jan 15:59
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