Lua detection is faster and finds more games
- Breeze no longer checks a million possible pointers one by one. It reads memory in blocks, so Lua detection that previously froze the screen for minutes is now much faster
- It can now find Lua even when the game keeps the Lua state inside a managed C# field, such as xLua-based games
- If the game has Lua but Breeze cannot make a restart-safe profile, the master-cheat buttons are disabled instead of showing a confusing error
- Detection now explains what it found: no supported Lua, a C#-embedded Lua state, an unsupported Lua version, or a Lua state whose layout could not be measured
Detection has a progress screen
Opening the Lua menu no longer performs a huge scan inside a button press or redraw. Detection runs on its own screen with:
- Megabytes scanned and percentage complete
- Elapsed time and an estimate for the remaining work
- Counters showing what Breeze has found
- Pause, Restart, and Back buttons
The Lua menu also stops rebuilding itself every frame, so it should feel more responsive. Very long detection work is resumed from where it stopped instead of starting over.
Large Lua tables open faster
Opening a large table now reads string keys and string values in an efficient sorted pass. The table view also records timing information in lua_debug.log, making future slow-table reports easier to diagnose.
Fixed: menu freezes caused by back-stack cycles
A broken menu history could make Breeze stop responding without crashing. The menu system now detects and cuts off loops instead of following them forever, so the screen can recover normally.