Releases: RedwoodMMO/RedwoodPlugins
2.2.1
2.2.0
In addition to everything below, UE 5.5 should be supported now.
Unreal plugin changes
- Added functions for Blob/SaveGame support
- Fixed issue with Instanced Dungeons not being able to return to the overworld
- Removed "EngineVersion" from uplugins (including dependencies) to support future engine versions
Unreal gameplay template changes
- Blank:
- Changed
DefaultBuildSettings
andIncludeOrderVersion
to use their respectiveLatest
settings in eachSource/*.Target.cs
files to support future engine versions
- Changed
- Match:
- Changed
DefaultBuildSettings
andIncludeOrderVersion
to use their respectiveLatest
settings in eachSource/*.Target.cs
files to support future engine versions
- Changed
- RPG
- Changed
DefaultBuildSettings
andIncludeOrderVersion
to use their respectiveLatest
settings in eachSource/*.Target.cs
files to support future engine versions - Added some environment for the instanced dungeon instead of the default level
- Fixed issue with Instanced Dungeons not being able to return to the overworld
- We accidentally included
Content/Developers/seese
which can be deleted (will be removed in the next release)
- Changed
Backend changes
- Fixed logging verbosity when you enable
logging.log-file.enabled
- Added support for blob storage
- Added an opt-out Kubernetes dependency SeaweedFS which provides S3 storage; read more here
- Initial implementation of custom probes for Kubernetes health checks
- Fixed issue with Instanced Dungeons not being able to return to the overworld
Misc changes
World Data and Persistent Items now have docs and are officially released!
We did an initial license check of the backend and verified that all dependencies have a license that allows commercial use without needing to disclose source. Many of the licenses do require license discloser/disclaimer, which we'll be adding in the next release. In the meantime, the licenses used by the dependencies include:
"MIT",
"Apache-2.0",
"ISC",
"BSD-3-Clause",
"BSD-2-Clause",
"0BSD",
"Unlicense",
"BlueOak-1.0.0",
"CC-BY-4.0",
"CC-BY-3.0",
"CC0-1.0",
"Python-2.0",
2.1.1
2.1.0
Unreal plugin changes
- Adding an optional boolean to disable any of the
URedwoodCharacterComponent
persistence fields
Unreal gameplay template changes
- Blank: No changes
- Match: No changes
- RPG
- We removed
Content/Core/PersistentItems/Fence/B_FencePeristence
because it was no longer being used - We fixed the Packaging Settings in Project Settings to include the various RPG maps (it was still the same as the Blank template), see
Config/DefaultGame.ini
- We removed
Generic backend changes
- Fixed an issue where some Powershell environments couldn't properly run
yarn
oryarn install
(resulting in an error related to not finding modules@redwoodmmo/*-db
) - Changes the
yarn start:<service>
andyarn debug:<service>
commands which you don't directly use to a singleyarn start [--debug] <service>
command; mainly just helps out my maintainability
Kubernetes deployments changes
Determined root cause for issues with using Agones with Rancher Desktop
We discovered issues with versions 1.15+ of Rancher Desktop that broke networking/connectivity functionality of Agones game servers. This is the default game server provider when you deploy to Kubernetes, locally or in the cloud.
Long story short, we're currently trying to prepare a forked release; in the meantime, we recommend waiting to release to Rancher Desktop. Other Kubernetes deployments remain unaffected. There is an option for you to use version 1.14.2
of Rancher Desktop which has significant memory leak issues, but if you're so inclined to deal with those you can follow the instructions on our docs to downgrade and set up 1.14.2 to use with Agones.
Other Kubernetes changes
- Improved docker image cache sizes to save on disk space (only applicable for
kubernetes
deployments) - Reduced the number of built docker images from 7 to 3, so most of the Redwood services share a single
core-runner
image (only applicable forkubernetes
deployments, unless you have source code access, then it's only applicable forstaging
andproduction
deployments). This also reduces disk sizes, but it operationally seems to make more sense in production then the prior setup - Upgraded Agones from
1.40.0
to1.44.0
(didn't really change any current behavior) - Added better retry logic for deploying game servers to Agones (the default game server provider for
kubernetes
deployments) and increased the default Agones autoscaler to assess every 1 second instead of the default 30 seconds - Added the ability to use Agones autoscalers other than the default
Buffer
one (only helpful for later stage projects looking to use something else; the default should work just fine) - Fixed
yarn cli ...
commands forkubernetes
deployment - Fixed a soft-lock race condition in
kubernetes
deployments where services would keep trying to reauth when they connected too early - Added a missing DB migration that was necessary for
kubernetes
deployments
Misc changes
- Added automated tests in GitHub for the backend. We've had automated tests that we used for Test Driven Development, but they weren't running in a Continuous Integration perspective, causing some bugs to creep up. These tests are now being ran every time we push to GitHub; if you don't have source code access you won't see these being ran, but feel more confident they're being ran! Hopefully we'll add some sort of visibility so you can see the current build status publicly.
- Added automated release GitHub workflows so that we don't miss a step, ensuring a clean directory in our distributed ZIPs, and expediting the release process
2.0.1
Go to https://license.redwoodmmo.com/downloads for the associated Backend and templates! (note that the backend didn't change except for the version number; we've updated the zip regardless)
Bug fixes
This release fixes compiler errors caused by missing includes.
2.0.0
Go to https://license.redwoodmmo.com/downloads for the associated Backend and templates! (note that the backend didn't change except for the version number; we've updated the zip regardless)
ARedwoodCharacter
has been replaced with URedwoodCharacterComponent
This breaking change changes how player character data is set up. Long story short, to support pawns that inherit from APawn
instead of ACharacter
, the data persistence happens in an Actor Component instead of an Actor. This supports using Redwood with the UE Mover plugin, the marketplace GMCv2 plugin, and other scenarios that don't use UCharacterMovementComponent
.
You can attach this component to any pawn that inherits directly or indirectly from APawn
. By default, the data for the character is stored in the pawn actor class, but you can create a child class of URedwoodCharacterComponent
and store the data in the component by disabling URedwoodCharacterComponent::bStoreDataInActor
.
The RPG Template has been updated with these changes and is a great example to reference how to set things up; the associated docs have also been updated.
1.0.0
Go to https://license.redwoodmmo.com/downloads for the associated Backend and templates!
✅ Complete
🏹 RPG template project
🗺️ Zones, shards, portals, and basic character data
🎒 Inventory, interactables, and merchants
🏰 Instanced dungeons
🚧 Up Next
💾 Persistent items and World Data
🤝 Guilds and parties
💬 Chat
🌄 On the Horizon (order may change)
🛒 P2P direct trading and global marketplace
🕵️ Monitoring, analytics, logs, and admin dashboard
📈 More players per shard
🚸 Truly seamless zone transfers
⚔️ Basic combat, NPCs, and MOBs
❕ Quests
💰 Premium currency/items, payments, cash shop, revenue recognition reporting