Releases: Tetlys/TetPersist
v.0.4.0-alpha
Alpha 4.0 - Release Notes
Overview
The Alpha 4.0 update brings significant improvements, including successful testing in a dedicated server environment. Several issues have been addressed, enhancing both functionality and user experience.
Features
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Fully Tested Dedicated Server Support
- The system is now fully tested and operational in a dedicated server environment.
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Temporary Load Database:
- A temporary load database has been implemented, allowing admins to self-interact and test functionalities.
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Unit Handling:
- As a temporary fix, units are removed on load to facilitate vehicle saving. This will be addressed in future updates.
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Vehicle Markers:
- Fixed issues with empty vehicle markers to automatically detect all "West" assets, improving asset management and visibility.
Next Steps
- Further refinement of unit saving to ensure vehicles and their occupants can be saved and loaded correctly.
Full Changelog: v.0.3.0-alpha...v.0.4.0-alpha
Alpha v0.1.0
Alpha v0.1.0 - Release Notes
Overview
The initial version of the system introduces persistent saving for vehicles (tested), players (untested), and objects (untested). Objects placed in the editor prior to the mission can be saved and updated dynamically as the mission progresses.
Features
- Persistent Saving
- Vehicles: All variables related to vehicles placed on the map are saved and can be reloaded. The database has functionality to clear saved vehicles.
- Players: Player data can be saved, though testing is still pending.
- Objects: Objects placed in the editor before the mission can be saved and their states updated during gameplay. This feature is currently untested.
Current State
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Vehicles:
- Vehicles placed on the map can be saved and reloaded correctly.
- The database has a feature to clear saved vehicle data.
- All vehicle variables are saved (e.g., position, damage, fuel, inventory).
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Players:
- Basic functionality to save player data is in place, but requires testing to confirm.
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Objects:
- Objects placed before the mission are saved and updated as the mission progresses. Additional testing required.
Next Steps
- Zeus Object Persistence:
- Automatically add Zeus-placed objects to the save array so they are included in the persistence system.
Temporary UI Implementation
- Admin Actions:
- Currently, the ability to add actions is restricted to logged-in admins.
- A functional user interface (UI) will replace the current system in future updates, enhancing accessibility and user experience.
What's Changed
New Contributors
Full Changelog: https://github.com/Tetlys/TetPersist/commits/v0.1.0-alpha
v.0.3.0 Alpha
Alpha 3.0 - Release Notes
Overview
This update addresses numerous bugs related to dedicated server functionality and improves the persistence of mission data. Player, object, and vehicle saving has been significantly improved, including the ability to save inventories.
Features
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Dedicated Server Bug Fixes
- Several bugs affecting dedicated servers have been resolved, improving overall reliability and performance.
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Persistent Saving:
- Players: Player data now saves persistently, including all associated variables.
- Players are saved automatically at key intervals.
- Admins now have the ability to force a save of all current data via admin commands.
- Objects & Vehicles: Both objects and vehicles, along with their inventories, are now saved and reloaded persistently.
- Players: Player data now saves persistently, including all associated variables.
Next Steps
- Opfor & AI Unit Saving:
- The next major feature will be to implement saving for Opfor units and AI entities that are not inside vehicles.
Known Limitations
- No UI:
- The system still lacks a user interface, but admins can trigger saves manually.
Full Changelog: v.0.2.0-alpha...v.0.3.0-alpha
v.0.2.0-alpha
Alpha 2.0 - Release Notes
Overview
This version introduces curator (Zeus) object saving, marking another step forward in persistent mission data. Vehicle and object saving has been successfully tested locally, while player saving and Opfor entity persistence are planned for upcoming releases.
Features
- Curator Object Saving
- Curator (Zeus) objects are now automatically added to the save array, allowing them to be saved and reloaded.
Current State
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Vehicles & Objects:
- Vehicle and object persistence have been tested and work locally.
- Object saving works for both editor-placed and curator-placed (Zeus) objects.
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Player Saving:
- The groundwork for player saving is in place but remains untested.
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Opfor Saving:
- Opfor entities are not yet part of the save system. This is planned for future updates.
Next Steps
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Player Saving:
- The next major milestone is to test player saving functionality.
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Opfor Saving:
- After player saving is fully functional, adding Opfor units to the persistence system will be the next priority.
Known Limitations
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No UI:
- The system still lacks a user interface. Interaction is currently restricted to admin actions.
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Dedicated Server Testing:
- The system remains untested in a dedicated server environment. Current testing has only been conducted locally.
Full Changelog: v0.1.0-alpha...v.0.2.0-alpha