1.9.9774
Daily-driver build with the safest release cadence.
- Updated
- 5 weeks ago
- File Size
- 515.39 MB
- Release Notes
- Open notes
Stable is the recommended track for most users. Alpha gets you the newest capabilities first.
Daily-driver build with the safest release cadence.
Fastest release track with the newest features and experiments.
Every release stays linked here so you can inspect what changed before you switch versions.
A lot of internal changes were made to the system that manages enabling conditions. Some of them fix bugs, while others improve the overall user experience.

This state is saved as part of the element configuration, which means it will stay that way until you change it again.


UI improvements:
Interception conditions, explained in more detail belowThis feature has actually existed for years, but never got much public attention, even though it can be extremely useful in some cases.
In general, this mechanism is responsible for enabling or disabling hotkey processing. By adding one or more auras, you can define the exact set of conditions that must be met before HotkeyIsActive starts intercepting and processing events.
For example, if you link an aura that contains WindowIsActive, the trigger will only react to key presses while the game window is active.
In more advanced setups, you can link the trigger to some in-game condition. For example, when you press RMB (= part of HotkeyIsActive) AND some powerful skill is ready to use (= linked condition), instead of doing whatever RMB normally does, you can simulate pressing the key that casts that skill. A good example would be automatic Vaal Skill usage in Path of Exile: you have the normal version of the skill bound to a button you already press, and once the Vaal version has enough souls, it will be used automatically. You do not even need to remember it yourself.
To better explain the next two settings, here is an example based on the screenshot above:
There is a HotkeyIsActive trigger that watches for F3 in Toggle mode. That means the first time I press F3, the trigger is activated, and to deactivate it, I need to press it a second time. This is simple and very useful for enabling or disabling more complex auras, such as auto-flasks. I also enabled Suppress Key, which prevents F3 from reaching the game window at all, so the game does not react to whatever is bound to F3.
The problem with this setup is that if I leave it as-is, F3 will be blocked in every application, not just in my game, which is not very convenient.
To fix that, I can add Interception conditions with WindowIsActive, which limits F3 interception to a single game window.
This works, but it introduces two more issues:
Problem:
To disable HotkeyIsActive, the game window must be focused. So if I want to turn off something bound to F3, I first have to switch back to the game window. If F3 enabled some aggressive clicker, bringing your window back to the foreground may not be easy.
Solution:
Enable this option, and now you can require the game window to be active only when enabling the trigger, while still allowing disabling it from anywhere. Forgot to turn off your clicker before alt-tabbing away? No problem, just press F3 again and the trigger will be disabled.
Note that this option only applies while the toggle is currently active.
Problem:
There is no quick way to disable HotkeyIsActive without pressing the button again. In some cases this is inconvenient, because you need to remember that some automation is still running. For example, you switch to your browser and forget that some script is active. Then, unexpectedly, one of the trigger conditions becomes true and you start doing something in the game. This can cause problems.
Solution:
Just enable this new option. Now, if the trigger's interception condition is no longer met, the trigger will deactivate automatically. In our example, if I switch away from the game window, all functionality controlled by F3 will be deactivated. Note that you will need to activate it again after switching back to the game. With this option enabled, the whole setup becomes much more resistant to human error.
Historically, when editing Image Capture Trigger settings (Image/Text/Color/ML), the preview window updated using the exact same Capture rate you configured, or lower if the trigger could not reach that FPS. In most cases this is fine, but it becomes inconvenient once you start working with very low FPS values, such as a trigger updating once every 10 seconds, or even 0 FPS triggers used together with C# scripts and Behavior Trees.
Previously, you had to click the Refresh button manually to force a redraw, which was not very convenient. Now you can set a minimum preview FPS for the entire application, and it will be used instead of the trigger's Capture Rate.
Minimum Preview FPS only applies while preview is enabled. It does not affect FPS outside of preview mode and is not exported as part of the trigger configuration.

From now on, you can hover over a trigger state to better understand why it has that value. For example, if enabling conditions are not met, the trigger state description will say exactly that. If a trigger is misconfigured, it will tell you what is missing. Coverage is still far from complete right now, but we will get there over time.

eyeauras:// links, unlike the main versionUnload All / Load All now also affect Behavior TreesAdded a new option that resets the trigger state (deactivates the trigger) whenever linked auras are deactivated.
The most practical application of this feature is for a linked aura that includes a WindowIsActive trigger. By default, the behavior is as follows:
With the new option ("Reset trigger state when linked auras are not active") enabled, the behavior changes to:
This makes it extremely easy to set up a key that activates certain functionality only when a game is active and automatically deactivates it when you alt-tab or minimize the game.

Это расширенная версия механизма импорта аур. Если у вас есть ссылка на пак, например кликер для крипто-игры Blum, вы сможете получать уведомления об обновлениях сразу после того, как автор выпустит новую версию. Кроме того, здесь есть встроенный механизм «слияния» ваших настроек с настройками пака автора — подробнее об этом ниже.
Главная идея этого механизма — сделать распространение обновлённых паков аур для авторов проще, а обновление для пользователей — удобнее. В обозримом будущем в настройках пака также появится возможность указывать рекомендуемую автором версию программы, а механизм обновления сможет скачивать и устанавливать её автоматически.

Сейчас обновлять пак может только тот, кто изначально его опубликовал. Механизм владения, который позволит назначать несколько владельцев одного пака, уже планируется, но пока ещё не готов.
В текущей alpha-версии для подписки нужно нажать правой кнопкой мыши на любую папку и выбрать Publish/Syncronize.

Затем просто вставьте ссылку на пак, на который хотите подписаться. Если оставить поле пустым, будет создан новый пак (export + subscribe).

Предположим, вы подписались на ауру, которая активирует нужное окно при нажатии F4. Это комбинация триггера HotkeyIsActive и действия WinActivate.
В версии 1 автор указал хоткей F4 и имя окна MyGame. Вы подписались на этот пак и скачали его. Но F4 вам неудобен, поэтому вы изменили его на F3.
Позже автор обновляет свой пак и добавляет ещё одно действие (в данном примере это неважно). В программе появляется уведомление о доступном обновлении.
Когда вы нажимаете кнопку Update, механизм слияния анализирует, что именно изменилось. В этом случае он увидит следующее:
Локальные изменения (ваши): HotkeyIsActive: хоткей F4 изменён на F3
Удалённые изменения (автора): добавлено новое действие
Эти изменения не конфликтуют, поэтому механизм может создать промежуточную версию, в которой будут и изменения автора (новое действие), и ваши настройки (хоткей F3).
Также возможна ситуация, когда автор тоже решит изменить хоткей (F4 => F2). В таком случае система обнаружит конфликт настроек. Сейчас в подобных конфликтах приоритет всегда отдаётся настройкам автора.
На вкладке Changes вы можете в любой момент нажать кнопку Download, чтобы посмотреть, чем ваши локальные настройки отличаются от текущего пака автора. Никакие изменения при этом не применяются — это только предварительный просмотр.


Теперь, когда вы вставляете ссылки на сайт EyeAuras (https://eyeauras.net/) или даже на конкретные ауры (https://eyeauras.net/share/S20240426185158EYI4GEqRm2vh), будет показываться небольшое превью.
Это работает в большинстве современных мессенджеров: Twitter, Discord, Telegram и т. д.


Теперь при экспорте и импорте ауры маленькая часть (JSON) и большие данные (binary, images, models и т. д.) обрабатываются отдельно и скачиваются из разных источников.
Что это дает для вас как для пользователя:
Особенно заметно это должно быть для пользователей, подключенных к EU Eye Hub. Позже я также добавлю отдельный файловый хаб и для RU-региона.

Done some face-lifting on EyeAuras website (and EU Mirror).

Godhuntlinqse and RowenorlinqseFrom now on, whenever you report a bug, you'll get an in-app notification that the report has been accepted with a tracking number attached to it (e.g. EA-368)

Also subsequent status updates will be also sent to you, when the bug will be fixed or taken into progress.

Hopefully, this improvement will make the process more efficient and transparent and will help us to build the better program together! :)
Implemented notifications system - now each user has their own inbox and can browse it at any moment in the app. The primary use case for this right now will be to add feedback to your reports. You will be seeing when your bug report was closed, you'll see my comment, etc.


Due to the nature of scripts which are developed in EyeAuras, sometimes it is useful to restrict user from changing something in aura pack which you are distributing. This could be done to avoid potential misconfiguration or, in some cases, just to keep your mechanism internals secret.
Specifically for this folder permissions were introduced. They allow any logged-in user to set a specific requirements on a folder-level and the program will protect folder internals from external manipulations/eyes.
Right now, permission consists of 3 things:
Right now the primary way of setting permission level is via context menu

At the very top you can see current permission level and folder owner

If user does not have enough permissions he cannot see/edit content of such auras

In 6694 new Aura Tree was implemented using the new and more responsive UI technology. From now on it becomes the default one. Even at this point it is already more capable than the old version and has a great flexibility.
At this point I am expecting feature parity with an older Tree, meaning that(I hope), nothing was lost in transition. If I missed something - please report a bug or contact me in Discord directly.
There are few known minor bugs here and there, I'll work on them in the following weeks on a normal basis as they are not game breakers. Please send a report if you'll notice something strange.
P.S. Tooltips in this new tree are not the best, I'll work on them in one of the future versions

Fully reworked how login form looks like - at this point you can see status of your current license (free/pro), total time left and in the nearest future there will also be a list of separately purchased modules/subscription. I'll publish more information about this mechanism later this summer. Basically, the idea is to allow users to trade scripts with each other.

Oh, and the warning that is shown when total number of auras exceeds limit set on Free accounts (which is 10) is now much more visible. Hopefully that will save users some nerve cells in the future - previously, if you forgot/did not prolongue the license and start up the program it was kinda tricky to figure out why scripts are not working. Now there will be a huge warning shown at the bottom of the tree AND those auras which are not active for technical reasons will be striked out.
