![]() ![]() Check out main.Steam is a video game digital distribution service and storefront by Valve. Lua: You can now override the disassembler/assembler Lua: Added some threading helper functions Lua: Made it more forgiving about method and property names Lua: Added a dll search path to cedirclibs32 or cedirclibs64 depending on which cheat engine version is used. Lua/Trainer Generator/Designer: Added several new components, propertes and methods. Trainer Generator: The XM file field now has a play button Trainer Generator: Replaced the beepOnAction with playSoundOnAction and added 2 build in activate/deativate sounds. Lua engine window: Some extra customization options Lua engine window: Enabled tab indentation of blocks Lua engine window: Added the ability to set breakpoints, inspect variables and step over lines Lua engine window: Added a search and replace option to the editor Memory View: Added shift-scrollng to the hexview and disassembler so you can scroll by 1 byte changes instead of the default calculated sizesĭ3D Hook: you can now reattach the D3D hook to a process that previously had been hooked Memory view: Hexview: Added decimal display modes for the other types Symbols: Added support for Java (proof-of-concept showing off the extendabilty of CE) PDB debug files so parameters and local variable references show when that data is available Network: Added module injection for linux/android The compression level can be changed at runtime Network: The network version now compresses read/write process memory before sending to the client. Network: Added speedhack to the network version Network: The linux/android network version can now use basic debugging (find what access/writes) Network: Added a basic ARM assembler/disasembler ProcessList: You can now type in the processlist to filter for the specific process ![]() Pointerscan: Added the ability to do a distributed pointerscan and pointer rescan Pointerscan: The pointerscan now has the option to generate a lot smaller. ![]() Pointerscan: Improved performance of the pointer scanner Syntax Highlighters AA: Added xmm registers Cheat Engine 6.4 For MacĪddress List: Added a group option that shows a +/- sign in front of group entriesĪddress List: Pressing enter on a single entry now goes into value edit modeĪddress List: Added an option so certain entries in the address list show a groupbox the user can pick fromĪuto Assembler: New auto assembler templates that focus on Array of Byte scans(thanks to jgoemat)Īuto Assembler: The auto assembler can now handle preprocessors for multiline lua scriptsīreak And Trace: Added a donottrace.txt file in the base directory which holds a list of modules that should not be traced but stepped over instead Syntax Highlighters LUA/AA: Fixed UTF8 encoded text Memory view: Hexview: Fix 8-byte value editing PE-Info: Fixed a possibility where a bad PE header could cause an read error Trainer Designer: Fixed the go back to generated form from functioning and related issues Memory Scan: Fixed next scan causing a buffer overflow in some rare situationsįorm Designer: Fixed a problem where deleting a non visible object failed (press the delete key in the object inspector tree) Symbols: Fixed a problem where 32-bit modules where detected as 64-bit Ultimap: Fixed the hint popup for pre-emptive flushing Ultimap: Fixed ultimap so it now works in windows 8 Lua: Fixed speedhack_setSpeed() not taking more than 3 digitsĭ3D Hook: Direct3D9 objects now support transparencyĭ3D Hook: Fix detection of which directx version is actually used for renderingĭissect Data: Fixed the column click detection when scrolledĪuto Assembler: Fixed some commands not highlighting properly Lua: Fixed memscan.waitTillDone() when using it on the gui memscan Lua: Fixed the 6.2 and earlier version of opendialog_execute Gui: Fixed a crash when using multiple scan tabsĪssembler/Disassembler: Fixed several assembler/disassembler bugsĭebug: Fixed issues where deleting a breakpoint wouldn't actually remove it, causing a crashĭebug: Fixed a problem where deleting a breakpoint that was marked for deletion would never happen if the game was constantly triggering the debugger Network: Network server can now handle multiple incoming connections at the same time ![]()
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