Releases: Arkensor/EnfusionPersistenceFramework
Releases · Arkensor/EnfusionPersistenceFramework
Some fixes
Beta 0.6.7 - AR 1.2 compatiblity
Full Changelog: 0.6.5...0.6.7
Beta 0.6.5 - Bugfixes
Full Changelog: 0.6.4...0.6.5
Beta 0.6.4 - AR 1.1 compatiblity
Compatibility update for AR update 1.1
Beta 0.6.3 - Bugfixes
- Fix: Linux server crashes
- Fix: Entities from preload/preview world being saved
- Fix: Dynamic spawned entities in root collection ids kept duplicating with each restart
Thx to @fureurx and @SRGshadowsTTV for the reports
Beta 0.6.2 - AR 1.0.0.95 compatiblity
- Fix: Seal component finder utility to allow inlining
- Fix: Garbage manager/system revert on 1.0.0.95
- Fix: Prefab serialization
- Fix: Entity prefab slot match prefab wrong comparison
- Fix: Potential solution for map iterator crash (RFG-C-29284)
Beta 0.6.1 - AR 1.0 compatibility patch
- Added support for server-authoritative vehicle components
- Changed door state manager to moddable struct. Old save data is still compatible.
- Fixed compatibility with vanilla respawn system base class
- Fixed a crash when iterating the auto-save world roots map
- Fixed a crash caused by an uncheck turret controller save-data apply
- Fixed async callback visibility for 1.0 compatibility
- Fixed camera issues on test world
- Fixed base name scene proxy trying to execute its logic too early before other world entities are loaded
- Fixed a case where spawned scripted states would not have a strong reference somewhere
Beta 0.6.0
Breaking
- Respawn system refactored into more modular steps. Different base class names might be required for compatiblity. See the docs for more info.
Additions
- Added optional persistent door state manager. See the docs for more info.
Fixes
- Fix player controller main entity not being registered correctly
- Fix turrets being invisible
- Fix turret last selected weapon not being restored
- Fix root entity collection not being cleaned up properly
- Fix character stance change was not awaited
Beta 0.5.3
Compatibility update for 0.9.9
Compatibility hotfix. There will be a bigger feature update utilizing the new capabilities that come with the update later #2
Breaking
- The respawn system was rewritten so EPF comes with a new minimalistic placeholder until a more seamless integration is finished. See the docs for more on this
Changes
- The BI UID is now available in more scenarios including WB and SP. See this for some info on how to handle it. Only for peer tools the local placeholder UID will be returned. Some character data might not be associated with your main play window, so it is best to wipe your local DB after this update.
Fixes
- Fix save data incorrectly returning default read status
- Fix JSON absent component array handling
Beta 0.4.0
Breaking
- Component save-data inside
EPF_EntitySaveData
is now stored differently. Was previously a map. Direct interaction with it needs to be refactored. Consider usingEPF_ComponentSaveDataGetter<T>
to access individual save-data components. EPF_PersistenceComponent::ForceSelfSpawn()
is nowOverrideSelfSpawn(bool selfSpawn)
to allow override in both ways. #13
Additions
- Added a persistence-specific query builder that offers a shortcut to querying specific components of an entity.
- Added an option to regenerate the navmesh on spawn #17
Changes
- The type discriminator used in JSON serialization has been unified to be
_type
. Old save-data is however backwards compatible.
Fixes
- Fixed some GUIDs not being lowercase
- Fixed #11