Major changes to scripting and the available APIs, a switch to a new monetization model, and a lot more.
All limitations that existed in the Free version are removed — no more limits on the number of auras, script size, Telegram integration, etc.
p.s. A license is still required for sending network messages, but this restriction will be removed soon as well once I sort out the technical details — most likely by the next release.

Yes. Everything that used to be locked behind a license is now available to everyone. In the very near future, the license purchase options will be removed from the website.
For now — yes. This is tied to how the program protects its modules and, at the moment, it’s an integral part of the system. Over the coming year I’ll try to revisit this approach, but it will take time. At the very least, I need to implement a mechanism that allows using the program offline for at least a few months.
With the development of sublicenses and mini-apps (https://eyeauras.net/share/S20251105201607zPUUkZryl4CY), it feels right to shift the focus toward monetizing finished products built on top of the platform — while making the platform itself free. The entire foundation accumulated over 6 years of development is now available to everyone, and I hope this will nudge creators who were previously on the fence: “is it even worth trying to build something?”
Further development will focus on making it easier to add modules to the program — for example, specialized input simulators useful for a specific game, or ready-to-use mini-apps that solve practical tasks. All of this is already possible today, but the information is scarce and scattered. That will be fixed.
Message me privately — I’ll try to help you out with this inconvenience.
A very powerful mechanism has been added to scripts — you can now embed whole files directly into your script: images, video, text, or even DLL/EXE files. And then work with them right from the script — display them in the UI, load them into Triggers/Actions, or simply unpack them to disk for later use. This is especially useful if you want to bundle a library that isn’t available on NuGet — now it’s enough to attach the file to the script and specify that the program should use it as a dependency.
Moreover, if you’re using C# Script protection, these resources will also be encrypted as part of the script, protecting your work and copyright.

Updates to the script variables system — the approach to handling exceptional situations has been slightly changed. The goal is to make scripting simpler for new users.
Since last year, the program has had an IDE integration mode — in practice, it’s a way to write full-fledged programs while staying inside the EyeAuras infrastructure.
You can edit the script directly from JetBrains Rider / Visual Studio or any other development environment, including AI-based ones — for example Antigravity by Google. This makes writing even small scripts faster and easier, not to mention larger projects.
This version includes more than a dozen tweaks and optimizations aimed at improving load times and speeding up internal subsystems.
Testing based on an ImGui bot that uses memory reading shows that it’s now possible to operate in the ~2k FPS range — INCLUDING the cost of memory read operations and parsing all required game structures. Before the fixes, the numbers were around 500 FPS.

Please report any issues you run into!
.csprojNativeLocalProcess - very similar to LocalProcess, but uses a bit lower-level reading technique and allows to use handle to the process as a starting pointThis version contains more than a dozen different improvements and performance optimizations which I have preparing for quite some time at this point. For the next couple of weeks there may be instabilities, but for most use cases, especially for scripting in EyePad, this should be night and day difference.
Tested improvements on ImGui-based bot - it is now possible to push 2k fps range. That is WITH memory reading and parsing all needed game structures! So, basically, that is bot-loop running at ~2k ticks per second - before these fixes FPS was around 400-500.

Next goal will be working on stabilizing the FPS and making it smoother, right now it is quite "spiky" - I already wrote about adapting new prototype-GC in changelog for 1.7.8559 a couple of months ago, this should help exactly with that goal.
Please report anything you'll notice!
.csprojAdded new very powerful tool into our toolkit - now you can embed arbitrary files, be it images, videos, text files or even DLL/EXE files right into your script. And then, from that very script you can do whatever you want with them just like if they would be right there on the disk. This opens up a lot of new possibilities - embedding guiding materials into scripts, bringing your own assemblies which contain some custom code or even entire installers of tools which your script might use.
Moreover, with use of C# Script protection it is possible to protect those resources with encryption, making it much harder to extract and re-use outside the script. I'll announce separately when that part of functionality will be publicly available.

Improved EyeAuras resiliency around script variables management - now none of default methods (accessing variable value or listening for its changes) are throwing exceptions, making it easier for new users to pick up and use.
General idea is to bring things closer to Python/JavaScript as usually in scripting you want as much flexibility as possible. At the same time, C# is strongly-typed language, thus striking the balance is not easy. This is the second iteration of variables, so we'll see how it goes.
Added two new flags, which target the scenario when you want to play some long-long sequence of actions, but at the same time you want to make it possible that it could be interrupted at any given moment.
E.g. you have a sequence of skills, which are cast inside WhileActive block. Now you want to be able to interrupt it at any given moment (e.g. by toggling hotkey to "Off" state). Previously it was not possible to do so without using Behavior Trees or Macros. But now, with these two new options, it is just a couple of clicks
As stated in the name, it changes behavior of the action - if, for any reason, Aura gets deactivated, the action will be stopped, even if the sequence has not been completed yet.
But abruptly stopping sequences of inputs is not really a great idea most of the time - if, for example, action has pressed some button and NOT released it yet, if it will be interrupted, the button will stay pressed, probably breaking something.
That is where the second flag comes in handy:
This flag remembers keys, pressed by the sequence and will release them automatically at the end of the action. So even if the action was interrupted in the very middle, there will be no "stuck" keys.
Adding two new nodes which should help to create better and smarter Macros!
Return node allows you to exit the macro whenever you want to, even right in the middle of some sequence of operations.
E.g. if character has died it does not make much sense to continue running the main loop.
Equivalent of return operation in C#
Break is more niche - it allows you to exit the current scope (not the macro!), e.g. if you're inside some Repeat loop, you can jump out of it if needed.
Equivalent of break operation in C#
For the last couple of months I've been working on internal improvements of EyeAuras.Memory namespace. The goal is to extend capabilities and to support
DLL injection and hooking of external processes.
For now, I am releasing only one bit of the entire set of improvements - LocalProcess now has InjectDll method which uses naive CreateRemoteThread based injection.
This will not help with kernel anti-cheat protected projects. We're already testing kernel-driver based solution which allows to counteract that inconvenience - I'll keep you posted.
DLL injection brings a lot of interesting and powerful things to the table - the topic is very niche and technical, but in the next 6-12 months I'll be trying to make it accessible to anyone with some C# skills, without deep understanding of internals.
Added a series of articles in Russian/English about programming using EyeAuras Blazor Windows API
Added a whole bunch of articles about Behavior Tree / Macro nodes. Note that most of these articles are available in both Russian and English.
C# ScriptsWaitFor action now behaves exactly as Delay if it does not have any links in itTesseract (numbers) not initializing properlyLocalProcess memory-reader breaking after multiple sequential reloadsTesseract (eng) or Windows (rus)ISharedResourceRentController: IObservable<AnnotatedBoolean> IsRented => IObservable<AnnotatedBoolean> WhenRented + bool IsRented.sln files