Builds

Available downloads

Stable is the recommended track for most users. Alpha gets you the newest capabilities first.

Stable 1.10.10117 Alpha 1.9.10071
Windows 10/11 x64 Administrator rights
Release Notes

Track recent changes

Every release stays linked here so you can inspect what changed before you switch versions.

Release

1.4.7560

Permalink 2 years ago

Bugfixes/Improvements

  • [UI] Fixed bug with cloning and links not being cloned properly
  • [UI] Fixed crash which occurred when EA could not parse hotkey modifier (happened in non-latin cultures)
  • [UI] Fixed bug with new folders not always being shown in Links editor
  • [UI] Minor performance improvements - removed some old garbage which increased load time
  • [UI] Implemented Install service which allows to instruct EA to install multiple packs on first launch - will provide more details later on this
Release

1.4.7550

Permalink 2 years ago

Two new image effects

Binary Threshold

Very useful for analysis as it allows to split image to black and white which makes further checks much more simple. E.g. instead of having red HP bar with a lot of shades, you can convert it to black/white image where white is filled area of the bar.

Color Quantization

Another image simplification technique, allows to reduce total number of colors in the image. By itself it is mostly useless, but can help in combination with other effects.

Bugfixes/Improvements

Made is to IsMaximized in ExecuteScriptNode is stored in the node itself

  • [MLSearch] If model has invalid format - meaningful error will be shown
  • [UI] If Check for Updates is disabled, app will not do it during startup anymore
  • [ImageSearch] Made it so Load from preview pane avoids copying debug data
Release

1.4.7533

Permalink 2 years ago

Sleep() rework

Awaiting for something is a mandatory part of any automation. EyeAuras constantly does that - timeouts between keypresses, ensuring that capture FPS is consistent, user-driven timeouts in scripts. Default instruments provided by operating system and default methods (like Thread.Sleep, Task.Delay and few others) are not accurate enough, so at some point I had to implement a combination of methods which ensured better accuracy. This mechanism allowed sub-millisecond awaits and worked for the last 5-6 months. Unfortunately, accuracy comes with a cost and for most operations it not really needed.

That is why for the next few months we'll be trying a 3rd version of Sleep(), which is expected to meet middle-ground between accuracy and performance cost. On average, it is expected that it will reach accuracy of up 0.5 - 5ms.

This means that if you are setting EA to wait for 1ms, the effective wait time will be in range 1 - 1.5ms, which is more than enough for most use cases. For larger timeouts, such as 100ms, it may vary in range of 100 - 105ms.

To counterweight loss of accuracy, you'll get much better performance. We'll see how it goes in real world scenarios. As a part of development for this feature, I've added integration layer which will allow you to use whatever Sleep() mechanism you see fit for your scenarios. Will post information on this later.

Variables editor rework

  • Editor is now the same for Blackboard and Variables
  • It is now possible to edit values directly (not all of them, only primitive ones for starters)
  • You can now add new variables - should make things a bit easier to setup
  • Prepared the mechanism which will generated boiler-plate code for C# scripts and will automatically generated Properties which would allow you to get/set. Will be published a bit later.

Blackboard Variables

Bugfixes/Improvements

Made is to IsMaximized in ExecuteScriptNode is stored in the node itself

  • [BehaviorTrees] ExecuteScript node now remembers whether it was Maximized or not
  • [Scripting] Added Listen() to ScriptVariable - you can now use it instead of WatchCurrentValue
  • [Scripting] Fixed a problem with folders not being found via relative path in some cases
  • [Scripting] Fixed a problem with code rewriter in some cases generating uncompilable code
Release

1.4.7523

Permalink 2 years ago

Bugfixes/Improvements

  • [BehaviorTrees] Fixed a problem with selection not being reset correctly in some cases #EA-589 v7464 by dutiful6005
  • [BehaviorTrees] Fixed a problem with node editor content not being updated properly in some cases
Release

1.4.7520

Permalink 2 years ago

Startup time improvements - may break things at first

This is the first out of 5 fixes towards performance/startup improvements planned for Q4. As always, such things bear high risks, so please report anything strange you may notice. Difference in startup time should not be very noticeable - it is approximately minus ~10%, so just 1-2 seconds less than it was before. But the most important part is that this fix opens up additional time-saving options which I will exploit in the nearest future.

Release

1.4.7491

Permalink 2 years ago

Bugfixes/Improvements

  • [UI] Improved security measures a bit - last activities cleanup should be more reliable now plus it will also cleanup anything related to parent folder from which EyeAuras is started
  • [BehaviorTrees] When you're manually running node (from editor) execution will be automatically cancelled when main window is brough to foreground - just like with auras
  • [UI] Few minor bugfixes which were in the new aura selector
Release

1.4.7483

Permalink 2 years ago

Prototype of new links editor

Releasing new version of editor which is shown any time you links something (AuraIsActive, Enabling Conditions, etc)

old version

The new one is much more flexible, so it will be easier to do any changes there. After current version will be stabilized, I'll add "Recent", "Favourites" and few other improvements I have in mind. Please report any issues you'll find or any improvements you think worth doing - the initial implementation may be buggy at first, but hopefully it will quickly get it to surpass the old variant.

new version

Bugfixes/Improvements

  • [BehaviorTrees] Fixed a problem with focus being lost when switching between BTs - this prevented Paste operation from working properly #EA-592 v7458 by oddessax
  • [UI] Fixed a problem with copy-paste not working in root folder #EA-591 v7458 by oddessax
Release

1.4.7477

Permalink 2 years ago

Bugfixes/Improvements

  • [BehaviorTrees] Fixed problem with BTs renaming
  • [Packs] Improved packing - packs are now include resources such as images/models/etc as a part of zip-archive
  • [UI] Fixed problem with UI not loading if the program is not able to retrieve list of logical drives #EA-588 WMI Logical drives v7349
  • [UI] Fixed crash which happened when the program is started without unpacking via WinRAR #EA-585 CreateFile WinRAR v7406
Release

1.4.7464

Permalink 2 years ago

Bugfixes/Improvements

  • [AuraTree] Items are no longer being selected automatically when you click on load/unload/remove
  • [BehaviorTrees] Fixed a problem with C# scripts not being editable
Release

1.4.7458

Permalink 2 years ago

ImageSearch improvement - added "Include All Matches"

Added new option "Include All Matches" which is intended to be used for some corner-case scripting purposes. By default, Image search finds best possible match and then tracks its movement - that way it can avoid scanning the whole image every frame. This new option disables all such optimizations and image is fully scanned on every tick. On a positive side - this gives you access to multiple candidates and their similarities. On negative - it destroys performance.

To get access to all found objects, you can use TemplateMatches which is returned as a part of ImageSearchTrigger.Refresh result

public interface IImageSearchDetectionResult : ICaptureTriggerDetectionResult
{
...

    /// <summary>
    /// Contains an array of all successful template matches and their bounds/similarity
    /// Will contain more than 1 element only if Include All Matches is enabled in ImageSearchTrigger
    /// </summary>
    public ImmutableArray<TemplateMatchResult> TemplateMatches { get; init; }

...
}

Include all matches

This is extremely CPU-heavy task. On 1920x1080 you'll probably have at most 2-3 FPS to do a full scan. This is a huge contrast to ML search, which on the same resolution for the same task can give you up to 60 FPS, so if you really need to detect multiple instances of some object, I would highly recommend to look into training Yolo model and using it instead.

Bugfixes/Improvements

  • [BehaviorTrees] Optimized how BTs work with deep nested structures a bit, increased max depth size from 64 to 1024 #EA-578 Nested tree v7444 by oddessax