Releases: Arkensor/EnfusionPersistenceFramework
Releases · Arkensor/EnfusionPersistenceFramework
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
Beta 0.3.0
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 insteadGetOnActiveEvent
must be subscribed. See the unit test respawn setup for examples of this. - A
ForceTransform
overload was renamed toForceTransformEx
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
- Hotfix inventory storages nullptr in some situations
Beta 0.2.0
Release of the first fully documented version