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Changelog.txt
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Changelog.txt
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###### 3.3.13
* uplugin fixes to prepare it for FAB
###### 3.3.12
* Fixed shadow variable warnings which failed compilation with clang.
###### 3.3.11
* Proper coroutine handle destruction for dangling handles.
###### 3.3.10
* Reverted coroutines explicit destroy from 3.3.6 as it was breaking the heap allocator when running Garbage Collector.
###### 3.3.9
* Fixed ECFHandle badly passed to the coroutine action.
* Ensuring coroutine handles are valid before resuming them.
###### 3.3.8
* Fixed coroutines compilation for the environment without coroutines support (which has been broken in 3.3.6).
###### 3.3.7
* Almost every action got alternative callbacks with the less amount of parameters that might not always be needed and are just confusing.
* Better commented callbacks parameters.
###### 3.3.6
* Properly destroying coroutine handlers for actions that has been aborted.
* Renamed CoroutineTasks to CoroutineAwaiters to keep proper naming conventions.
###### 3.3.5
* Removed few redundant IsInGameThread checks.
###### 3.3.4
* Fixed bad IsInGameThread check when starting a coroutine.
###### 3.3.3
* More strict checks for proxy validity in all Async Blueprint nodes.
* Prevent from starting any action from a non game thread.
* Ensure the Run Async And Wait object is still valid after exiting another thread.
###### 3.3.2
* Further fixes to prepare the plugin to be compiled for a marketplace. Tests against UE5.4.
###### 3.3.1
* Fixes to prepare the plugin to be compiled for a marketplace
###### 3.3.0
* Run Async Then action has been added, which allows to run code on a separate thread and waiting for it's completion.
* Run Async And Wait coroutine has been added, which is a coroutine version of Run Async Then
* Moved coroutine files to a separate directory to keep everything more organized
* Updated year in every file copyright note
###### 3.2.0
* COROUTINES! Now you can implement coroutine actions if your compiler supports c++20 (for UE5.3 and later).
* WaitSeconds coroutine added.
* WaitTicks coroutine added.
* WaitUntil coroutine added.
* Fixed lack of initial values of variables in multiple actions.
* Minor improvements to comments for functions in main header.
###### 3.1.1
* ECF subsystem is now a GameInstance Subsystem instead of the World Subsystem.
This will allow the ECF to be used in other GameInstance Subsystems which might work between game worlds.
###### 3.1.0
* DelayTicks action has been added, which executes the given action after the specified amount of ticks.
* Additional WaitAndExecute function wich DeltaTime value in a predicate.
* Better class naming: ECFTicker2 -> ECFTicker_WithHandle.
* Better Predicate BP nodes naming.
* Deprecation warning fix for UE5.0.
* Some fixes in code comments.
###### 3.0.4
* Deprecation fix for UE5.2 when disabling optimizations.
###### 3.0.3
* Deprecation fix for UE5.3.
###### 3.0.2
* More detailed stats added.
* Readme and comments fixes.
###### 3.0.1
* Fixed possible memory leaks when using BP functions.
* Added more stats to control memory usage.
* Added Unreal Insight cpu tracing for tick function.
###### 3.0.0
* This version will probably break compatiblity with the previous one. Update with caution!
* WorldContextObjects and Action Owners are passed as const UObject* now.
* Added option to setup TimeOuts for WaitAndExecute and WhileTrueExecute actions.
* Added bStopped property to every completion callback that informs if the action was stopped manually.
* Added OnComplete delegate to WhileTrueExecute action.
* Added Stat command to monitor the plugin performance.
* Added option to disable/enable compiler optimizations for easier debugging (to be set in the plugin's Build.cs file).
* Ensure only those instances of the subsystem are ticking that were created withing the game world.
=======================================================================================
###### 2.1.2
* Fixed an issue which could lead to duplicating InstanceIds.
###### 2.1.1
* Fixed all AsyncBP nodes. Using WorldContextObject instead of Proxy to determine Action Owner, so Actions started from BP can be stopped using StopAction with specified Owner set.
###### 2.1.0
* "Do No More Than X Time" action added which allows to enqueue to run the given block of code but no more often than a given amount of time.
###### 2.0.1
* Fix for the UECFActionBase forward declaration (@Matiis)
###### 2.0.0
* This version will probably break compatiblity with the previous one. Update with caution!
* BIG refactor of BP nodes - better readability and functionality.
* Added options to pause and resume running actions. Actions can also be started with pause enabled at the beginning.
* Added option to pause the whole subsystem.
* Async BP nodes sets action's owners to be themselves, not the WorldContextObjects.
* Removed Static InstanceIds, as they had no valid purpose.
* Added ToString node for ECFHandleBP.
* Added ToString functionality to InstancedId (code and bp).
* Added SetMaxActionTime() call to EVERY time dependent action.
* Added ensure msgs for situations when actions couldn't be executed properly.
* Removed Macro node for TimeLock and gave a convenient node to validate InstanceIds.
* Ensure the Custom Timeline always has a valid owner when performing it's actions.
=======================================================================================
###### 1.6.1
* Fixed ECFActionSettings macros
###### 1.6.0
* DoOnce action added.
* DoNTimes action added.
* Added an option to implement extra logic when instanced action is retriggered.
###### 1.5.2
* Redesigned Instanced Actions to be more useful and more readable.
###### 1.5.1
* Removed ECF_INSTANCEID macro as it was not needed.
* Cleared up how Instanced Actions should be used.
###### 1.5.0
* Added possibility to create Instanced actions.
* TimeLock action added.
* Added possibility to check if FECFHandle is valid in BP.
###### 1.4.4
* Fixed broken by previous version `bComplete` param.
* Fixed getting WorldContext in static functions, which was obtained by from invalid objects.
###### 1.4.3
* Action validity checks
* Crash fix
###### 1.4.2
* Additional checks for owners validity.
###### 1.4.1
* Added OnBegin exec to ECFDelay BP node, to have a chance to obtain a Handle.
* Refactored BP names.
* Optimized a little Handles moving.
###### 1.4.0
* Added `bComplete` parm to StopAction functions, which indicates if the Action should complete (run callback) when stopped, or just stopped without any extra action.
* Fixed bug in `StopAllActions` with `InOwner` defined (it was stopping all actions without checking the Owner).
* ECF_IGNOREPAUSEDILATION settings macro added which will ignore both pause and time dilation.
* Minor fixes in code comments.
* Moved Changelog to a separate file to clear up documentation.
###### 1.3.1
* **Blueprints support** has been added!
* `First Delay` setting has been added.
* Settings generating macros have been added.
* Minor interface fixes.
###### 1.2.0
* Ignore game pause extra setting added.
* Minor code readability improvements.
###### 1.1.1
* Ensure the time in timeline is always valid.
###### 1.1.0
* Option to set tick interval and to ignore global time dilation when launching each added action. Check `FECFActionSettings`
* Added additional callback to tickers which will launch when ticker finishes.
* Fixes to comments.