Should be UD on EZFN. Haven't reversed everything, they have some other function which might detect it, but this bypasses the instant detection on inject.
- Reverted LOG_LEVEL back to LOG_NONE on release builds
- Uncommented static_asserts in Globals.h and Entry.cpp
- Added FontSize adjusting for Engine builds in Drawing.cpp
Major Changes:
- Heavily restructured and refactored RaaxGUI and RaaxGUIInput
- Optimisation in the SDK::UObject::SetupObjects() by switching to FNames instead of string comparison (nearly 5x the speed)
- ImGui builds now block input in the WndProc hook
- Updated to use a custom, minimalized version of std::mutex called ReturnMutex. This is because of forwarded imports in some waiting functions in std::mutex
- Added Disable Pre-Edits option using a PerformBuildingEditInteraction() hook
- Added extra error handling to RaaxDx
- Added extra safety functions to Hooks::VFTHook (all hooks will soon be moved to function hooks
- Added RaaxAssert (simple assert that calls THROW_ERROR if condition is not met) which is soon to be used everywhere
Minor Changes:
- Changed aimbot to use AddPitchInput and AddYawInput instead of ClientSetRotation
- Added TargetRotationChangeWithSmooth to LocalInfo in Target
- Removed TriggerBot.cpp and TriggerBot.h (for now, the features will still be added later)
- Removed the camera position parameter in SDK::IsPositionVisible()
- Outputting the base address of the DLL in SDK::Init()
- Added Game::MenuOpen as a global variable
- Improved the error manager and THROW_ERRORs are now logged (if enabled) with DEBUG_LOG
- Removed some unnecessary TO-DOs in Entry.cpp
- Removed SHOW_MESSAGE_BOX and CRASH_ON_NOT_FOUND macros in Globals.h, as they were unneeded
Major Changes:
- Heavily restructured and refactored RaaxGUI and RaaxGUIInput
- Optimisation in the SDK::UObject::SetupObjects() by switching to FNames instead of string comparison (nearly 5x the speed)
- ImGui builds now block input in the WndProc hook
- Updated to use a custom, minimalized version of std::mutex called ReturnMutex. This is because of forwarded imports in some waiting functions in std::mutex
- Added Disable Pre-Edits option using a PerformBuildingEditInteraction() hook
- Added extra error handling to RaaxDx
- Added extra safety functions to Hooks::VFTHook (all hooks will soon be moved to function hooks
- Added RaaxAssert (simple assert that calls THROW_ERROR if condition is not met) which is soon to be used everywhere
Minor Changes:
- Changed aimbot to use AddPitchInput and AddYawInput instead of ClientSetRotation
- Added TargetRotationChangeWithSmooth to LocalInfo in Target
- Removed TriggerBot.cpp and TriggerBot.h (for now, the features will still be added later)
- Removed the camera position parameter in SDK::IsPositionVisible()
- Outputting the base address of the DLL in SDK::Init()
- Added Game::MenuOpen as a global variable
- Improved the error manager and THROW_ERRORs are now logged (if enabled) with DEBUG_LOG
- Removed some unnecessary TO-DOs in Entry.cpp
Refactors:
- Made all library (i.e. Kismet) functions static
- Added SDK::Cast for safe UObject type casting
- Moved bullet TP settings on GUI to weapon exploits
- Changed Game/Actors/Loop/FortWeapon.cpp to FortPickup.cpp
- Added proper mask grabbing and clear checking if weak spot is aimbotable in Game/Actors/Loop/BuildingWeakSpot.cpp
- Other various small refactors around the project
Features:
- Removed infinite ammo, infinite builds and allow redploy (they all get replicated)
- Added vehicle ESP
- Added weapon ESP max distance slider
- Added Bullet TP V2
- Added RaycastMulti function offset grabbing
- Added RaycastMulti hook
- Changed RaycastMulti and CalculateShot hook to only hook when required (less detection vectors)
- Added box ESP types (Full and Cornered 2D only right now)
- Moved math function bodies to new Math.cpp
Bug-Fixes:
- Fixed text issues in ImGui drawing
- Fixed crash issues on release mode
- Fixed crash issues on ImGui
- Fixed GetPlayerViewpoint VFT index grabbing on S19
Minor Changes:
- Made custom function to get weapon color from UFortItemDefinition
Changes:
- Converted ImGui drawing queue to be proper painters algorithm
- Added batch line processor for ImGui drawing queue (will add to engine soon)
Bug-Fixes:
- Added position inversion to SDK::Project3D
- Added another signature for AFortWeapon::GetWeaponStats VFT index (season 8) and a fallback VFT index
Features:
- Added BulletTP (pickaxes and non-pojectile weapons)
- Added ability to toggle visible check
- Added ability to toggle sticky aim
Minor Changes:
- Added outline to windows in RaaxGUI
- Made minhook compile with all builds
- Removed unnecessary FPS scale recalculation in Vehicles.cpp
- Added missing functionality for outlined lines on ImGui
- Reworded "ScreeenPositionA" to "ScreenPosition" where there is only 1 screen position
- Changed "PostRender" to "DrawTransition" to match the function it's actually finding
- Changed "ErrorManager::error" to "ErrorManager::ThrowError"
- Added SDKInitializer::InitCalculateShot
Bug-Fixes:
- Fixed text size incorrect on Engine rendering
TO-DO:
- Add more signatures for CalculateShot function offset initialization
Changes:
- Major reworkings and improvements of RaaxGUI
- Added `const char*` wrapper for Drawing::TextSize
- Changed Drawing and Input to a namespace
- Removed many unnecassary `.decrypt()`'s on `skCrypt` strings
- Added return status logging for RaaxDx hooking and initiating
- A few renaming of files for consistency
- Redesigned ImGui menu slightly
- Reordered SDK::Init for clarity
- Added optional pointer validation using SEH
- Fixed a few minor issues in ImGui drawing
- Infinite Builds (doesn't work everywhere)
- Infinite Ammo (doesn't work everywhere)
- Damage Multiplier (server sided, tested S7-S19)
- No Recoil
- No Reload
Other:
- Reorganisation
- Beginning adding detailed documentation to SDKInitializer.cpp
Bug-Fixes:
- Fixed alignment issues on UE4.26+ structs
- Fixed BitField mask grabbing on UE4.26+
- VFT index grabbing on quite a few versions
- Lots of other things little but I can't remember each
- Added ImGui support
- Added WndProc hook for ImGui input
- Added DX11 Present and ResizeBuffers hook for drawing and resize support
- Added a few exploits + GetWeaponStats VFT index finding (lots of room for improvement)
- Improved logging
- Improved input system
TO-DO NEXT UPDATE:
- Improve input class even more (less reliance on tick based UE functions and force input events for WndProc input)
- Improve GetPlayerViewpoint and GetViewpoint VFT index getting
- Fix text size being innacurate on Engine rendering
- Add WndProc hook for Engine
- Add a season based feature system (allow/forbid features only on specific seasons)
- Add more menu elements types to RaaxGUI
- Add DX12 support for ImGui
- Add more features
(these are in no order)