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Releases: manups4e/ScaleformUI

Happy New (late) Year!

22 Jan 09:48
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Happy new year everyone!!
A new release rich of features and bugfixes!! 🥳🥳🎉🎉👯‍♀️👯‍♂️🏟️

What's Changed

  • tweak(menu colors): typecheck using assert by @Mathu-lmn in #232
  • Improve MainView by @chaixshot in #239
  • Add drilling scaleform handler by @Mathu-lmn in #214
  • Improved Menu positioning now safezone reactive.
    • Added a new feature where it's now possible to decide if menu is aligned left or right side of the screen without the need of setting coordinates yourself!
  • Fixed Glare positioning that now follows the menu.
  • Fixed some bugs in the scaleform itself.
  • Added menu:IsMouseOverTheMenu() for LUA, and menu.IsMouseOverTheMenu for C#. It allows devs to know when the mouse is over any component of the menu or outside.
  • Added menu.ExtensionMethod(menu) in both lua and C# (in C# it's an event like other menu events menu.ExtensionMethod += myMethod).
    • The ExtensionMethod runs on tick along the menu and stops running when that menu is closed. Each menu has its own extension method.. all menus can have the same extension method by adding it to them.
  • To both Lua and C#
    • Updated exampleMenu
    • Fixed Glare and Unified Offset Management
    • UIMenu is now SafeZone dependant
    • Fixed MenuItems bugs
    • Fixed PickerColor SColor values
    • Fixed TimerBars
    • Updated MenuHandler
    • Updated TabView && MainView

Full Changelog: v5.4.0...v.5.5.0

⚠️⚠️⚠️ AS USUAL, DOWNLOAD AND / OR UPDATE THE ASSETS TO MAKE THE MENU WORK!!!! ⚠️⚠️⚠️

Huge thanks to everyone for keeping this project alive. We (I) love you all!

Bug fixing a new features!

26 Oct 07:40
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New update, new features, less bugs!

In this version:

  • Lua: Added missing new badges
  • Lua: Fixed non string values in ListItem lists not being converted to strings
  • Lua & C#: Added new Custom Badge feature for MenuItems and MissionItems!
    • To use custom badges, simply call SetCustomRightBadge(string txd, string txn) or SetCustomLeftBadge(string txd, string txn) in C# and :CustomLeftBadge(txd,txn) or :CustomRightBadge(txd,txn) in Lua

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  • C#: Fix for ped not being spawned for same item selection in Pause and Lobby
  • Lua: Fixed scoreboard (player list) empty icon not being converted to empty string in scaleform
  • Lua & C#: Fix for footer not being shown when changing tabs sometimes.
  • Scaleforms: created unique code for scaleforms instead of duplicates and enhanced performances, removed textured checkbox for a custom made one to avoid multiple calls in the internal API slowing down the performance for multiple checkboxes, and more bug fixes scaleform side.

Full Changelog: v5.3.6.2...v5.4.0

⚠️⚠️ As usual, please make sure to update both API and Assets resources!! ⚠️⚠️

Bug fixing for UIMenu Panels and more.

30 Aug 16:28
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What's Changed

  • Enhanced Glare animation on UIMenu and fixed both sizes and offsets.
  • Fixed UIMenuPanels not working correctly in Lua and fixed also in C# (for percentage panel.. if you need to check the panel.Percentage value.. it has been changed in panel._percentage because of some weird collision in metatable, i suggest using panel:Percentage()
  • Added experimental fix for item descriptions sometimes not being correctly removed / showed.
  • Fix TimerBarPool RemoveBar function when remove more than one bar by @Swellington-Soares in #220
  • Add SetMenuOffset method by @Saturn745 in #221
  • fix typo in colour by @Mathu-lmn in #222

New Contributors

Full Changelog: v5.3.5...v5.3.6

Bugfixing

16 Aug 21:10
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Bug fixing release
I've addressed some deceitful bugs in the past days and decided to release an updated release

  • Fixed banners for UIMenu
  • Fixed a Lua bug where pause menus were opened once and kept players on blur without closing. (thanks @Kiritsuu for helping me debug it)
  • Added some checks in filtering methods to avoid errors while filtering
  • Added new UIMenuItem badges
    • INFO,
    • MISSION_YELLOW,
    • MISSION_BLUE,
    • MISSION_GREEN,
    • MISSION_PURPLE,
    • MISSION_ORANGE,
    • MISSION_RED,
    • MISSION_AQUA,
    • MISSION_LIGHTRED,
    • PLUS,
    • ARROW_LEFT,
    • ARROW_RIGHT (useful for indicating submenus)
  • Added text formatting support for RightLabels (both UIMenuItems dn ListItems)
  • C# Fixed timer bars defaulting to not visible and set them default visible when drawing them
  • C# Used tokens for notification to show in briefing.
  • Other fixes in the GFx that i can't remember because... yeah.. i can't...

⚠️ As always... remember to update... replace.. restart.. don't make me angry.. follow the procedure and always have fun 🩷

New version, New Gallery

07 May 19:11
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Gallery Tab is now available both in Lua and C#!! 🥳🥳🥳

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You can check the example scripts to see how it works!! Usage is pretty simple!

  • Create the tab
  • Add the tab to the pause menu
  • Add all the GalleryItems you want
  • Set a blip and / or a long description for your gallery item
  • enjoy!

Gallery Tab comes with certain events:

  • OnGalleryModeChanged: triggered when a picture is zoomed in or zoomed out
  • OnGalleryIndexChanged: triggered when you select a different picture both in zoomed or thumb modes
  • OnGalleryItemSelected: triggered ONLY when an item is selected in Zoomed mode.

⚠️ If you set a Blip for your GalleryItem the long description will be automatically hidden by it, so remember.. if you want the description panel to be visible.. remove the blip or don't set it!!

Changes from the community:

New Contributors

  • @therkysmart made their first contribution in #212

  • A new feature has been added to UIMenu that let's you handle menu animations all in one place.. simply use menu:SetMenuAnimations in LUA or SetAnimations in C# 🩷

Full Changelog: 5.2.5...5.3

⚠️⚠️⚠️⚠️ UPDATING THE ASSETS IS MANDATORY!!!!!!! ⚠️⚠️⚠️⚠️

Super speed and light Pause Menu update.

24 Apr 21:22
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New release and new update:
Pause menu now builds 50000000000000% times faster!! 🥳
Little Timmy: Hi Mr. Manups4e, How?
A: Very simple, instead of building all the tabs at once (ugh.. boring.. and slow) it now builds only the currently visible tab!!

Little Timmy: Woow Mr Manups4e, this is amazing! What does it mean?
A: Very simple, everytime you change tab, the scaleform now deletes everything and rebuilds only the currently visible page, also now the building process is not async anymore it means that everything is done in 1 frame!! Amazing isn't it?

Full Changelog: 5.2.2...5.2.5

Also Little Timmy, don't forget to ⚠️⚠️UPDATE YOUR ASSETS DOWNLOADING THE SCALEFORMUI_ASSETS RESOURCE⚠️⚠️

BugFix and Features update

01 Apr 15:53
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What's Changed

  • Fix typo for filter checks by @Mathu-lmn in #204
  • Handle filtering fail (no match found) by @Mathu-lmn in #205
  • Fix bannercolor arguments in scaleform functions + fix mouse edge rotation by @Mathu-lmn in #206
  • Fix persistent notification color + nil check by @Mathu-lmn in #207
  • Show default char image if nothing is provided or headshot fail… by @ash2148 in #208
  • Added a new and awesome MinimapOverlays rework, now adding an overlay will generate a new object/metatable with a Handle value
  • Various bugfixing and overall enhancements for the Scaleforms

Full Changelog: 5.1.1...5.2.2

UIMenu and Minimap panel bugfix

11 Mar 11:03
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New fixes for both UIMenu and Minimap Panel in pause menus!

  • UIMenu fixed missing banner
  • Minimap Panel:
    • fixed player blip now is hidden,
    • added gps flags to ensure the minimap is correctly handled
    • added blip scale and color features

Full Changelog: 5.1...5.1.1

⚠️⚠️ PLEASE UPDATE ASSETS!

ScaleformUI - Never Trust Avocados edition!

03 Mar 16:35
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This new version is dedicated to a friend of mine who taught me so much and made me feel so much included and showed me how sharing with the community can be fun and useful! D0p3t 🩷 we all miss you buddy.

This new version is my Holy Grail, yes because after years of research i was able to finally manage to include the Minimap into Pause Menu and Lobby Menu!

Code is very easy and same for both Lua and C#
-- To add a route to the minimap (race track for example) simply use the provided MinimapRoute object

  • C#:
playersTab.Minimap.MinimapRoute.RouteColor = HudColor.HUD_COLOUR_RED;
playersTab.Minimap.MinimapRoute.StartPoint = new MinimapRaceCheckpoint(new Vector3(-213.4f, -1426.1f, 31.3f), (int)BlipSprite.Race);
playersTab.Minimap.MinimapRoute.CheckPoints.Add(new MinimapRaceCheckpoint(new Vector3(-275.88f, -1145.813f, 23.0f), (int)BlipSprite.Number1));
playersTab.Minimap.MinimapRoute.CheckPoints.Add(new MinimapRaceCheckpoint(new Vector3(-105.36f, -1144.17f, 25.78f), (int)BlipSprite.Number2));
playersTab.Minimap.MinimapRoute.EndPoint = new MinimapRaceCheckpoint(new Vector3(-213.4f, -1426.1f, 31.3f), (int)BlipSprite.RaceFinish);
  • Lua:
playersTab.Minimap.MinimapRoute.RouteColor = HudColours.HUD_COLOUR_RED
playersTab.Minimap.MinimapRoute.StartPoint = MinimapRaceCheckpoint.New(309, vector3(-213.4, -1426.1, 31.3));
table.insert(playersTab.Minimap.MinimapRoute.CheckPoints, MinimapRaceCheckpoint.New(17,vector3(-275.88, -1145.813, 23.0)));
table.insert(playersTab.Minimap.MinimapRoute.CheckPoints, MinimapRaceCheckpoint.New(18,vector3(-105.36, -1144.17, 25.78)));
playersTab.Minimap.MinimapRoute.EndPoint = MinimapRaceCheckpoint.New(38, vector3(-213.4, -1426.1, 31.3));

image

-- To add free Blips to the Minimap you can use the provided MinimapBlips library (blips are made with FakeBlip class/metatable as they are not real blips!!)

you can clear the minimap to use it with another item by simply using the Minimap.ClearMinimap() / Minimap:ClearMinimap() (Lua),
and it can be enabled/disabled by Minimap.Enable = true / Minimap:Enable(true) (Lua)

⚠️⚠️ UPDATING THE ASSETS RESOURCE IS MANDATORY!!

What's Changed

New Contributors

Full Changelog: 4.9...5.0

Bug fixing and Feature fixing