From 1831b25c2e2a211efd0b18ec1c3f274bdb0cd360 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sun, 22 Oct 2023 21:49:35 +0200 Subject: [PATCH] Updated changelog with the new on_lua_start/stop overloads --- assets/Changelog.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/assets/Changelog.md b/assets/Changelog.md index c76be5147..7345571ed 100644 --- a/assets/Changelog.md +++ b/assets/Changelog.md @@ -58,11 +58,13 @@ Made calls to `UObject::StaticClass` work for custom UObject classes that have b Expose IMGui to C++ mods - Truman Added `on_lua_start` for C++ mods. -This function fires whenever a Lua mod by the same name as the C++ mod is started. +Overload #1: This function fires whenever any Lua mod is started. +Overload #2: This function fires whenever a Lua mod by the same name as the C++ mod is started. It allows interactions with Lua from C++ mods. -Added `on_lua_stop` for C++ mods. -This function fires right before a Lua mod by the same name as the C++ mod is about to be stopped. +Added `on_lua_stop` for C++ mods. +Overload #1: This function fires whenever any Lua mod is about to be stopped. +Overload #2: This function fires right before a Lua mod by the same name as the C++ mod is about to be stopped. Added `UFunction::RegisterPreHookForInstance` and `UFunction::RegisterPostHookForInstance` These functions work the same as `UFunction::RegisterPreHook`/`UFunction::RegisterPostHook` except the callback is only fired if the context matches the specified instance