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  • C3a10a identicon

    It spells "WARNING", not "ERROR". This is simply because VAutodrive calls "new" on a script type, which is not allowed. This was not allowed previously either, it's just that there is a warning printed to the log now that wasn't printed before, so that the author knows about it and can fix it.

    October 20, 2019
  • C3a10a identicon

    @kagikn I do. If it's just small fixes (aka bumping up the third number in the version), go ahead. It works by merging dev_v2 into master and pushing a new tag with the version number (e.g. "v2.10.3"). The build system will do the rest and create the release on GitHub automatically.

    September 08, 2017
  • C3a10a identicon

    Since some people cannot seem to read the description, let's point this out again:

    Community Script Hook V .NET DOES NOT NEED AN UPDATE AFTER A NEW GAME VERSION CAME OUT. You ONLY need to update Alexander Blade's Script Hook V (once he has published an updated build).

    July 13, 2016
  • C3a10a identicon

    @Cyron43 and @ImNotMentaL This slipped into the v2 branch by accident. It's fixed in v2.9.2, sorry for the incovenience.

    June 12, 2016
  • C3a10a identicon

    @MAFINS I have it open in VS2013 without issues. It checks for the latest VS2013 version though, so make sure you have Update 5 installed, or alternatively open the .sln in a text editor and remove the "MinimumVisualStudioVersion" line.

    April 01, 2016
  • C3a10a identicon

    Do NOT put ScriptHookVDotNet.dll into the scripts folder. Just don't.

    April 01, 2016
  • C3a10a identicon

    @whoodini91: You can ignore it. It contains XML documentation for developers.

    March 28, 2016
  • C3a10a identicon

    2.6 is pending approval. Cheers.

    March 28, 2016
  • C3a10a identicon

    @scalliano: The WASTED message staying was a bug in NativeUI, not Scripthook V .NET. Update your NativeUI binary to fix it: https://github.com/Guad/NativeUI/releases.

    March 02, 2016
  • C3a10a identicon

    This project is open source and was driven by the developer community from the start. I merely provided the base to load and execute .NET code inside the game and get access to the native scripting API. Anything else (the entire API exposed to scripts, euphoria, etc.) was implemented by other people from here. I don't have much free time, so I maintain the project and will make sure the base continues to work, but anything from there on has always been the responsibility of the community and so is updating if something in it breaks. Anybody is welcome to contribute after all. That's the beauty of an open source project.

    February 14, 2016