Stable

Latest version that is considered stable
v1.7.8335 2 weeks ago
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Alpha

Early version contains newest features and usually better performance but may be less stable
v1.7.8397 3 days ago
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1.7.8392

6 days ago

Bugfixes/Improvements

  • [Scripting] Fixed Export to .csproj
  • [UI] Fixed crash which in some cases occured during resizing
  • [UI] Improved script cancellation logging - show now print the reason why user script got cancelled, e.g. because of Main window activation

1.7.8383

9 days ago

Upgrade to .NET 8

.NET is a platform upon which EyeAuras is built. It affects all the tiny bits - startup, memory allocation, data management, literally every small bit of the program is affected by this change.

NET8 is not the latest version (there is already a preview of .NET 10), but platform upgrade is not something you do "just because", there must be a reason. I've picked .NET8 (and not .NET9/.NET10) because only for that specific version there is a prototype of a new memory management mechanism, which, from the current tests, just blows out of the water literally everything else that we had in .NET since its inception.

That is one of the primary characteristics of this new mechanism in comparison to what we have now ("workstation-sustainedlowlatency"). Basically this is the duration of those "hiccups" which tend to happen and are in worst cases become noticeable.

GC time

Memory VS CPU

Traditionally, there is always a tradeoff when you're developing a system - you can spend less CPU time, but it will cost you some extra memory OR you can save some memory, but it will increase CPU consumption. EyeAuras has almost always been picking the first option - memory is cheap and cpu cycles are expensive in consumer PCs (purely my opinion). But, aligning to that strategy also means that any improvements in the very core of memory management system should affect us greatly and that memory management mechanism seems to be a perfect fit. We'll see how it goes, but I am expecting to achieve a measurable performance jump in the nearest future.

Bugfixes/Improvements

  • [Scripting] Added ScriptContainerExtension prototype - there will be a separate article on this later. For now it is in alpha-stage.

1.7.8378

11 days ago

C# Scripting - Advanced - Referencing Scripts from BTs/Macros

That feature allows you to Link from BT/Macro another aura containing C# Script action - this is equivalent of you "referencing" another project in programming. All the classes and types defined in that script will become available to you for use in BTs.

Referencing has existed for many months by now, but was "hidden" from a public eye as it was not fully complete and was not working in a way I wanted it to.

References

How it that useful?

Now you can have C# class, which will analyze the game - be it via Computer Vision triggers or by directly reading values from memory - and provide BehaviorTree with a data necessary for making a decision. Instead of cluttering the tree with all the checks and having 50 different Variables, you can now have a single class, e.g. TheGame, which will be wrapping up ways of getting the info.

Example of a bot

This is a bot which under the hood uses that same approach which I will be outlining below.

Reference

Aura with a Script in it

First, lets take a look at "Shared" aura and files which it has.

TheGame.cs

public sealed class TheGame {
    public TheGame(IFluentLog log){
        Log = log;
    }

    public IFluentLog Log {get;}

    public int IntValue { get; private set; }

    public void Refresh()
    {
        IntValue++; //in real-world apps, this could be the code reading values from Memory or calling Refresh on Triggers
        Log.Info($"Refreshed the state, value: {IntValue}");
    }
}

In that class we have all the scaffolding done and prepared - we initialize triggers OR prepare everything for memory-reading, maybe create some OSD - basically prepare to do the actual work. Whenever Refresh method gets called, the actual data refresh happens. In the example which I am showing, this is happening as a part of a ticking BT. In real-world scenarios this could be on timer, from BT, manually OR even all the methods combined - you're not restricted by anything here, do whatever you want.

Script.csx

[Inject] IAuraTreeScriptingApi AuraTree {get; init;}

Log.Info("Bot is being started!");

var tree = AuraTree.GetBehaviorTreeByPath("./New tree");
var game = GetService<TheGame>(); //create TheGame
tree["TheGame"] = game; //save instance to Variables, making it possible to access it from BTs/Macros

This is how we're propagating TheGame to BT - via Variables. This is the key part that was missing before. From now on, objects passed via Variables should be fully accessible and there are no restrictions on values that are being passed around.

Behavior Tree

Now getting to BT. Here is an example structure which you could use. BT

Refresh the data

var game = Variables.Get<CheatCrescendo.TheGame>("TheGame").Value;
game.Refresh();

In the first node, we call Refresh, which is expected to refresh game state, actualize it and make it possible to consume in further nodes. Keep in mind, that variable "TheGame" by that point is already filled and points to an instance of TheGame we've created before. Surely you can just have another node in the tree creating that on the first run, but that is up to you to decide. Somehow, you have to create "TheGame" before accessing it here.

Draw OSD

return Run();

public IEnumerator<NodeStatus> Run(){
    using var osd = GetService<IOnScreenCanvasScriptingApi>().Create();

    var game = Variables.Get<CheatCrescendo.TheGame>("TheGame").Value;

    var textOsd = osd.AddHtmlObject();
    while (!cancellationToken.IsCancellationRequested){
        textOsd.Html = $"{game.IntValue}";
        yield return NodeStatus.Success;
    }
}

That is an example of EyeAuras-driven OnScreenDisplay, which can draw whatever you want on the screen. You do not really need it, it is just an example of what you could have. It uses recently-added IEnumerator<NodeStatus> approach, which allows you to "split" node lifecycle in parts. In that case, we're creating OSD on the first run of the node and then simply update it on all consequent runs. As this always happens right after Refresh has been called, your OSD will be tightly in sync with that bot "sees".

That is an example of how you can utilize OSD to better "visualize" decision-making of the bot. Note those colored lines and figures - all of them mean something and having that drawn on the screen immensely happens with debugging. Also it looks cool.

Game logic

And under that selector you can have however many nodes, checking the actual state of the game. Considering all those nodes have access to TheGame object and its methods, you can do whatever you want here. Expose HP as a number that is read directly from memory ? No problem, write that logic in TheGame, call that method from BT Node and you're good to go. Or you can have that same method reading the value from ColorSearch trigger doing color analysis check. Or you can use TextSearch to get that value from UI.

What is also cool is the fact that you can have methods doing something, i.e. you expose a method which uses a bunch of operations to get you from Town A to town B - opens portal, selects and option, clicks on it, etc. Then you simply call that method from BT and it takes you wherever you wanted.

Performance

A whole bunch of performance-related changes. Please report any problems you will notice.

Bugfixes/Improvements

  • [Behavior Trees] Added parallel nodes loading prototype - should speed up loading of large trees
  • [Scripting] PoeShared.Blazor.Controls that contains default EyeAuras controls is now exposed to scripts by default

1.7.8356

13 days ago

Bugfixes/Improvements

  • [Behavior Trees] Fixed PopOut crash
  • [Behavior Trees] Fixed Action nodes not invoking linked Childs
  • [Behavior Trees] Fixed "Toggle Nodes" not working properly
  • [UI] Drag/Resize improvement - should feel a bit more "snappy" now
  • [DMA] Changed DLL loading order - should fix a problem with LeechCore not initializing properly on some OSes/PCs

1.7.8353

14 days ago

Behavior Trees - Action Nodes now have outputs

All action nodes (Wait, MouseMove, KeyPres, etc. - all of them) now have Outputs as well. Logic is exactly the same as it was with other nodes - linked node gets executed only if current node succeeded.

Output

Bugfixes/Improvements

  • [Behavior Trees] Fixed a bug - CTRL+A sometimes selected more than it should've

1.7.8348

14 days ago

Performance - Macros UI optimizations

Done some major changes in how Macros are rendered, the overall UX should be better. Please, report any inconsistentices you may notice. There will be more changes in the following weeks, trying to address initial (first) rendering performance.

C# Scripting - Razor namespaces declaration

Probably it will be easier to show, lets take, for example a very basic Razor component created via : New Component

That is what we get as a result

UserComponent.razor

@namespace GameGrind
@inherits BlazorReactiveComponent
<!-- your Razor/HTML markup here -->

UserComponent.cs

namespace GameGrind;

public partial class UserComponent : BlazorReactiveComponent {
    //some code here
}

Note that random namespace (GameGrind, in this case) which previously was automatically inserted whenever you added a new Razor Component. This is minor, but very inconvenient technical requirement that the scripting system had. One of such inconveniences would be the fact that such code could not be easily copy-pasted to another EyeAuras script - you either had to change the namespace OR had to deal with the fact that you have multiple different non-related namespaces in your code. None of those are good thing to have. From now on, namespace declaration is not a requirement anymore - you can omit namespace declaration in BOTH .razor and .cs files and EyeAuras will automatically insert them during compilation. Less code = less headache = better life.

Bugfixes/Improvements

  • [Overlays] Changed how overlay is rendered on the screen (Hide/Show order during startup) - should make things appear on the screen a bit faster
  • [UI] Improved responsiveness of drag'n'drop in Macros/BTs
  • [Macros] Fixed a problem with Repeat/IfThenElse - drag'n'drop was not working properly
  • [Macros] Fixed a problem with Cloning - from now, the entire hierarchy will be preserved and not only the selected node

1.7.8335

18 days ago

BTs/Macros - Performance bugfix

In one of the latest changes in 1.6 I've introduced a bug, which made switching between BTs/Macros excruciatingly slow in some cases. Especially if you had multiple macros with a large number of nodes in them.

This patch fixes this. I'll be closely monitoring the situation.

Please report any kind of UI slowness you notice.

C# Scripting in BTs - IEnumerator

Major addition to our library of tools. More details here.

Bugfixes/Improvements

  • [UI] Fixed vertical scrollbar in Macros
  • [BehaviorTrees] Optimized BTs load times
  • [BehaviorTrees] Fixed non-critical(recoverable) crash which happened if you quickly switch between multiple BTs/Macros
  • [Scripting] Optimized dependency resolution - should consume less memory and be overall faster
  • [Packs] Made is so CheckForUpdates is now disabled by default in Packs. You(author) can still enable it if needed.
  • [BehaviorTrees] Added IEnumerator support in BTs

1.7.8326

20 days ago

1.7 Day one patch

Following the feedback, this patch fixes a problem which was found in auto-update system - with Security Measures option enabled, the app was not updating properly and reverted to the previous version upon restart.

Unfortunately, for obvious reasons I cannot just release an update which will fix that. There are two solutions:

  1. Temporarily disable Security Measures in Settings, update the app and enable it again.
  2. Go to Downloads, download the installer and run it. Do not worry, all your settings will be intact.

Please keep reporting found problems!

Bugfixes/Improvements

  • [UI] Fixed auto-update, which should now properly work for all 4 modes of operation (standalone, portable and security measures turned on/off)

1.7.8305

22 days ago

New Release - 1.7 (RU/EN)

A lot of work was done on making Behavior Trees and scripting system overall more flexible - we can finally create bots using ONLY Macros and Behavior Trees, without falling back to Auras. Having to combine multiple complex systems together (Auras and Behavior Trees) made things much harder to understand. But, of course, we're not still done yet - there will be many more changes in new computer-vision based nodes in the nearest future.

Screen capture - BREAKING CHANGE

For years, Target Window was a prerequisite in all Capture triggers (Image/Color/Text/ML) - EyeAuras worked only with windows. Starting from this version, we'll try a different approach:

  • If Target Window is not set, EA will start capturing Primary Screen

What this means in practice?

  • previously, clearing Target Window basically stopped Triggers from working. From now on, this will only switch the mode to Primary Screen capture and I would suggest to use Enabling Conditions to control the capture. This is very important! Check your old triggers to ensure that there are no "test" or "leftover" triggers as they will start eating up CPU.
  • minus extra step if you're setting up something for a personal use - setting up Target Window in many cases is not really required if you're playing games in Borderless Windowed or other similar modes where the game occupies the entire screen
  • as soon as we remove window-related stuff from the picture, working with mouse coordinates becomes more simple - every coordinate becomes absolute
  • everything related to clicking on objects on the screen will continue to work as is. If you'll notice some problems - please report

IMPORTANT! Multi-monitor setups are not supported yet. Only the primary screen will be captured. I'll extend support in the future

UI

🧰 Behavior Trees & Macros Enhancements

  • Major Macros changes: Greatly enhanced flexibility of Macros

  • New CV-Based Nodes: new computer-vision nodes which are equivalent of Triggers. No triggers needed any more for simple bots! -- MLSearch paired with MLFindClass - works with ML models and allows to filter ML search results. Combine that with MouseMove enhancments and you can build point'n'click bot in no time! -- PixelSearch - finds a pixel of a specific color -- ImageSearch - finds an image -- ColorCheck - checks whether the color of pixel/region matches with expected

  • New Logic Nodes: added new nodes which allow you to control execution flow -- Interrupter - allows to conditionally interrupt already running nodes -- Timeout - allows you to put a maximum time which you "allow" the child node to Run (stay in Running state) -- CheckKeyState - very simple node, which checks the current state of the specific key -- IfThenElse - allows to write if..then..else condition in BT form - useful for those who are new to BTs infrastructure

  • BT Undo/Redo: You can now undo/redo node additions/removals using Ctrl+Z / Ctrl+Y.

  • Hotkey Activation: BTs and Macros can now activate directly via hotkeys.

  • Login Widget: Added a simple widget which you can use in your mini-apps to implenent EyeAuras-based login

  • PopOut View: View a real-time, read-only version of a BT/Macro in a floating window for testing/debugging.

  • BT Variables Support: Nodes like MouseMove can use CvLastFoundRegion from CV-based searches.

🧠 C# Scripting System

  • Precompilation & Preserve Binaries: Scripts now compile in advance to reduce runtime delays. Optionally store compiled binaries to avoid recompile after restarts.
  • Support in Behavior Trees: Precompiled scripting now works in BT nodes, improving speed and consistency.
  • File Provider API: Scripts can embed and load extra files (like .css, .js, .md, .dll) directly using IScriptFileProvider.
  • NuGet Pack Support: Packs automatically fetch and bundle required NuGet packages for better offline and startup experience.
  • Keybind Attributes: Scripts can bind to hotkeys directly using [Keybind] attributes for hotkey-triggered methods.
  • Dependency Injection Enhancements: Cleaner script structure using [Dependency] attributes or init properties for services like SendInput.

Triggers enhacements

  • Lifecycle Events Trigger: Introduced triggers like AppStarted, allowing automation without showing EA UI.
  • ML Search: You can now download some of defaults models straight from UI. That same system will be used to distribute "standard" models in the future, such as HP bars detection

🔐 Packaging & Distribution

🧠 Computer Vision API (Experimental)

  • Programmable interface for Image Search, Pixel Search, ML Detection, Text OCR with OSD overlay. More details here.

🔐 Authentication & Licensing

🏎️ Performance & Bugfixes

Bugfixes/Improvements

  • [Crash] Fixed crash which happened in BTs after latest changes ("Already cancelled")
  • [Crash] Fixed Import-related crash which happenede when clipboard containted link to unsupported file
  • [BT] Added new button which allows to run BT/node until stopped
  • [BT] Fixed a bug in BTs where you could remove the node by linking its output to its input...
  • [BT] Fixed a bug which lead to showing a bunch of errors whenever you've removed multiple nodes in a bulk
  • [BT] Fixed a problem with Debounce node not saving properties
  • [BT] Improved nodes removal UX
  • [BTs] Macros should now correctly stop when the main program window becomes active.
  • [Capture] Fixed a problem with FPS selector - it was not working properly and was showing Range selector even if "Min" option was not set
  • [Capture] Fixed a problem with region-selection in Preview window when Resize/Rescale effects were applied
  • [ColorSearch] Minor optimization - should be less memory-hungry and work a bit (~2-3%) faster
  • [Macros] Improved responsiveness of drag'n'drop in the tree
  • [Macros] Improved responsiveness of drag'n'drop in the tree
  • [Macros] Made it so Comment node no longer throws exception when executed - this defeated the whole purpose of having that node in the tree
  • [OSD] Fixed a bug with OSD Rectangles coloring - R and G color channels were swapped
  • [Scripting] IBlazorWindow now has a new property TitleBarViewType` which allows to fully replace window title bar with whatever you want
  • [Scripting] Added Clear() method to MiniProfiler
  • [Scripting] Added WorldToWindow transformation matrix to WindowImageProcessedEventArgs - this allows to very easily calculate in-window coordinates after Refresh()
  • [Scripting] Added implicit conversion from string to WindowMatchExpression
  • [Scripting] Added new struct Percentage which could be used to denote that the value is in % (e.g. 0.1 = 10%)
  • [Scripting] All OSD objects now have Opacity
  • [Scripting] Error line numbers should now be properly highlighted/displayed in case of compilation errors
  • [Scripting] Fixed(?) a problem with LoginWidget not working properly
  • [Scripting] Improved performance of scripts first start a bit (3-5%)
  • [Scripting] In auras, fixed a bug which could've prevented Script execution if aura was deactivated too quickly
  • [Scripting] Optimized memory use a bit (AuraScript disposal)
  • [Scripting] SendInput API is promoted from SendInputUnstableScriptingApi to SendInputScriptingApi - there were no changes for almost a year, looks stable enough
  • [SendInput] Fixed a problem where interchanging Delays/SendInputs could block each other. This is a bug that has been introduced in the last version.
  • [SendSequence] Fixed a problem with SendSequences - under some conditions sequences of key presses could be interrupted prematurely, meaning that only part of the sequence would be sent. Thanks to @Rowenor for finding this out!
  • [SendText] Fixed incorrectly sized input text field
  • [TextSearch] Fixed a problem in TextSearch - IncludeTextSegments was not saved into config
  • [UI] Added Move To Parent option to Aura Tree
  • [UI] Fixed a crash which happened if invalid aura name was set
  • [UI] Fixed a nasty problem with authentication - in some cases even pack authors were not able to push the update aka "Non-authorized users are not allowed to update shares"
  • [UI] Fixed a problem with application manifest which made it so the app had to restart to gain admin priveleges. This still has to be tested on different OS versions
  • [UI] Fixed a problem with full-screen region selector - selection was off a bit
  • [UI] Fixed a problem with login being too sensitive for user clock precision
  • [UI] Fixed a problem with Packs - License Agreement window closure led to app termination. That happened only on the 1st launch.
  • [UI] Fixed a problem with pre-compiled Packs - Overlays were not working properly
  • [UI] Fixed a problem with script messages being duplicated in Event Log
  • [UI] Fixed a problem with Start Minimized not working properly under some conditions
  • [UI] Fixed alignment of CodeEditor in maximized form
  • [UI] Fixed bug which made so Import links taken from AuraLibrary page won't work under some circumstances
  • [UI] License Agreement Window refactoring - should load up faster
  • [UI] Minor bugfixes for PopOut functionality added in the previous version
  • [UI] Semi-Offline mode support improvements - improved token update algorithm, should make things smoother
  • [UI] Using dots (".") in aura names historically led to a whole group of issues as EA saves auras to your local file system using those names. And usually dot denotes file name from its extension. For now, I've made it so EA will show error when you're trying to rename to a name which contains a dot - just like it currently does for a non-valid names containing special characters.
  • [Web] Fixed links on Aura Library page - they were missing hostname

1.6.8304

25 days ago

Behavior Trees - added Invert option to some of the nodes

The new option is available only in those nodes which work with image capture right now - pixel color checks, ML, image search, etc. It is very simple and semantically equivalent to Inverter node, but built in. The reason is BTs tend to grow very-very quickly and reducing overall amount of nodes should help keeping them structured.

Invert

p.s. I know these have been quiet few weeks, internally I am working on a new large feature, which will be available to public later this year. I'll keep you posted.

Bugfixes/Improvements

  • [BT] Fixed a bug which lead to showing a bunch of errors whenever you've removed multiple nodes in a bulk