Releases: circleguard/circlecore
Releases · circleguard/circlecore
v4.5.0
- add
KeylessCircleguard
class, which does not require a key to be instantiated and can do everythingCircleguard
can, with the requirement that the passed loadables are already loaded - add
Circleguard#hits
method, which returns a list of the hits in the replay (where the user hit a hitobject) - add
keydowns
attribute toReplay
classes, which is a list of the keys pressed for each frame that were not pressed in the previous frame - implement
__hash__
forSnap
v4.4.1
v4.4.0
- improve ur calculation, which should now usually be exactly correct and sometimes slightly (1-3 ur) off
- rename
*_Check
methods to better describe their use as a statistic calculation - add a
single
argument to*_Check
methods which will immediately evaluate the investigation and return the first result ifTrue
- add user id, map id, and mods index to newly created caches
v4.3.5
- fix large (>10k replays) caches taking absurd amounts of time (~30 seconds) to check if they contained a replay. It now takes milliseconds
- fix cache incorrectly returning an old replay for a replay with the same user/map/mods, but a higher replay id (ie an overwriting replay)
- expose
num_chunks
forsteal_check
withDetect.STEAL_CORR
- properly parse and treat negative time frames for replays. This is the second time we've revisited negative time frames, and fixes what we think is the time of each frame getting out of sync with the game time of each frame after a negative frame
- lazy load
ReplayPath.user_id