Activity

haletas88

I have been forgetting to make a devlog for this but i have spent some time fixing up a couple of thing. Some took way longer than they should’ve. Anyways, I also added the page Title as an automatic field and plan to add more metadata in the future. I am going to start working on some nice GUI which should be the final thing this project needs now that the core logic is done.

Photo showing getAutomaticField function, as I have to show something but the bug fixes are to small and far between to show even though they are the main focus

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haletas88

Added a mob and playerESP as well as different options for rendering the colour by health, distance, etc. This is probably the last anarchy fature for a while apart from commands as i am going to add some more survival/vanilla orientated features next.

Images below showing the mobESP (the playerESP is about the same) using the getColour by health colourFunc. In the second image you can see the amount of damage on each mod (the wither health bar doesn’t chnage due to NoAI being enabled of the mobs).

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haletas88

Kind of forgot to make a devlog for this but I added a way to make create functions using the JS DSL. It’s currently not perfect, as there are a few safety issues that need fixing and functions aren’t currently appended to the top of the JS automatically.

Images below small test.

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haletas88

Spent way to long trying to add an outline to the block entity esp (why is this so hard to do) anyways it looks much better now. I also added a presets class currently with only a defaultBlockEntityPreset but there will be more later. the preset for blockEntities just controls their colour and visibility. I want to add a mob, player, and protal esp next hen move onto some auto stuff e.g., autoArmour, autoEat, autoTotem.

Image below showing a test because implmentation in al over the place and too mnay images to show. If you want to see it check the repo.

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haletas88

Spent a while cleaning up BlockEntityESP which took longer than I thought. Anyways I how have a RenderingUtils class to do most ESP stuff. Going to probably make Mob and Player ESPs next.

Images below showing cleaned up BlockEntityESP class and RenderingUtils as well as a test of the ESP. See if you can spot the trial chamber lol.

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haletas88

Initial devlog. I added a block entity esp so that you can see chests, furnaces, shulkers, etc through walls even when not rendered (block entities aren’t rendered as far away as normal blocks). I hope to next clean up and modularise the code then make a mob and player esp as well, but that might be a while as i am working on other projects. Also, half of the time was me learning the basics of the fabric api.

Images below showing implementation and an in-game test.

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Comments

haletas88
haletas88 about 1 month ago

I forgor to upload the test. I’ll do it in the next one

haletas88

The JS DSL now allows you to do things like foo.bar(args) via the syntax foo(“bar”, args…). There isn’t really much else to say. (:

Images below showing the implementation and some tests.

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haletas88

Made a few improvements to the JS DSL including:

  • Support for arrays
  • Console.log, info, warn, error, debug, and trace
  • Made dynamic variables work with arithmetic
  • Spilt js.h into js.h, jsCore.h, variable.h, and console.h also removed js.cpp so it’s header only

Images below showing a test script and it’s output. Also the extra ’;‘s are a side effect I haven’t fixed yet

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Comments

Prithiv Ponns
Prithiv Ponns about 1 month ago

good work

haletas88

Working on a JavaScript DSL in C++ so I can have the project be 100% c++ as well as being able to have static typing and use some C++ features. Hopefully I can implement functions or console.log next

Images below show 2 test files and their outputs (I would show more but a can’t upload that many files). I can’t show the implementation here because it’s too big so if you want to see that you will have to go onto my GitHub

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haletas88

Article structs are now created when is reached and passed into OnArticle. Next I hope to be able to gather the meta-data at the start of every article and parse it in so OnArticle can use title, version, etc. Linux is now also supported [:

Images below show implementation and test xml file.

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haletas88

Add a function to copy fields between articles so that we can use a different article article for each article while keeping the same fields.

Image below showing implementation

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haletas88

Made ParseArticles function to call the Zig OnArticle function for every character in an article and hopefully also switch between article structs.

Image below shows ParseArticles implementation as well as a simple OnArticle test for counting the amount of e’s in an article.

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haletas88

Created a field function that can find a field given a name and type. This way accessing fields is far easier. Hopefully this is the majority of the Zig I need for now and I can move on to making the runner, analyzer, and GUI next.

Photos below showing Implementation of the Field function as well as a simple test with output.

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haletas88

Zig can now take in the C article struct as a parameter. This allows the current article to be edited from the zig code so all that’s left is providing the buffer as a parameter and creating a C function that calls the zig function on every character of every article.

Images below show zig implementation of the struct as well as a test where article information is printed from Zig

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haletas88

Choose Zig as my language of choice for users to write their ForEachArticle function. I have successfully linked Zig to my C project. Currently Zig is built with the C, but hopefully I will be able to build the Zig while the C is running and hotswap the .dll and .lib.

Images of code to run a little Zig print function in C

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haletas88

Created a system that allows you to add the data you want saved from every article into an article struct this will later we hooked up to GUI as well.

Note: you will need to open the first image in a new tab to actually see the code or you could check the repo on GitHub

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haletas88

Finish implementing Cleanup with ADD, DELETE, and CLEAR for unwanted characters, strings, and containers. Plan to add presets next before working on parser.

Images below show a test where cleanup removes garbage text from Hello World although in real files it won’t be as corrupted.

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haletas88

Turned my skills list into an interactive physics ball pit. Learnt how to use Matter.js and was reminded that I hate JavaScript.

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haletas88

Version 1.0 .lsim files can now be loaded into LSIM 1.1

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haletas88

I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.

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