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Releases: Arkensor/EnfusionPersistenceFramework

Beta 0.4.0

17 Jul 12:43
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Breaking

  • Component save-data inside EPF_EntitySaveData is now stored differently. Was previously a map. Direct interaction with it needs to be refactored. Consider using EPF_ComponentSaveDataGetter<T> to access individual save-data components.
  • EPF_PersistenceComponent::ForceSelfSpawn() is now OverrideSelfSpawn(bool selfSpawn) to allow override in both ways. #13

Additions

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

Beta 0.3.0

31 May 06:29
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Breaking

  • The persistence load is no longer blocking. Character spawns and any other work to be done can no longer be triggered directly from OnWorldProcess and instead GetOnActiveEvent must be subscribed. See the unit test respawn setup for examples of this.
  • A ForceTransform overload was renamed to ForceTransformEx because the script-vm is incapable to distinguish them otherwise.

Other

  • Add EPF_PersistenceManager.GetOnActiveEvent()
  • Add EPF_PersistenceManager.GetOnAutoSaveCompleteEvent()
  • Add an option to save default slot entities when relying on their initial creation ids.
  • Fix default slot entities are no longer written to save-data e.g. vehicle doors, wheels, etc to save file sizes.
  • Fix entities not spawning back at the correct target positions directly
  • Fix some items not visible to proxies after the persistence load
  • Fix replication table item error
  • Fix vehicle parts being counted as root items

Beta 0.2.1

29 May 08:30
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  • Hotfix inventory storages nullptr in some situations

Beta 0.2.0

29 May 07:04
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Release of the first fully documented version