Repository navigation
Tags
Tags
fix(release): give the Linux checksums a distinct asset name The Windows and Linux checksum files were both SHA256SUMS.txt, and GitHub rejects two release assets with the same name. Also surface a release-create failure as an annotation. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
chore: v0.2.5-beta — skip writes to destroyed anchor objects Anchored freeze cheats pinned the first captured object for the session and kept writing to it after the game destroyed it, hitting freed memory. Anchor targets can now set requireLiveUnityObject; resolution refuses a captured UnityEngine.Object whose native pointer (+0x10) is zero. Enabled for the Schedule I health, bank, cash, time and stamina cheats. Also includes pending Schedule I notes and recipe calculator updates.
chore: v0.2.4-beta — Schedule I re-derived for the beta build Schedule I profile rebuilt for the 2026-10 beta, plus Max Relationship on Sale, dealer customer limit 20 and an offline recipe calculator. Adds Far Cry 5 and Supermarket Together profiles and UE Explorer auto-detect.
fix: profile test wrongly required a signature on mono-anchored patches Green Hell's five class+method-anchored patches (gh-noinj-injury/ worm/rash/disease, gh-easybuild) have signature: "" and were failing gameProfiles.test.ts's "well-formed for its mode" check. That's not a data bug: a patch anchored on monoClass+monoMethod resolves by live Mono metadata (anchor.ts's "Path 0"), and scanAob(patch.signature) is only ever reached when monoSearch is explicitly true (same file, and patchEngine.ts's isMonoAnchored comment explains why a Mono JIT'd method's signature isn't trustworthy cross-session anyway). The test was checking a field the engine never reads for this shape of patch. Gated the signature-shape assertions on the same condition patchEngine.ts itself uses (!isMonoAnchored || monoSearch === true), rather than fabricate signature bytes for a game with no live session to verify them against. Full suite is green (75/75 files).