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v1.16.0

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@novabyte novabyte released this 07 Jul 13:14
· 30 commits to main since this release

Notable changes

Added

  • Virtual store now supports Discord In-App Purchases.
  • Event Leaderboard debug functions can now use "targetCount", "subscoreMin", and "subscoreMax" as optional parameters.

Changed

  • Inventory system will keep zero count items in the player's storage if "keep_zero" is enabled.
  • Use named return arguments in Go interfaces for improved readability.
  • Any active reward modifiers are returned in "EconomyUpdateAck" responses.
  • Unlockables which have completed but are not yet claimed do not count towards the active (in-use) slots.
  • Fake users in Event Leaderboards are given zero scores rather than have no score set.
  • (Unity) Update "ExampleCoordinator" for improved offline mode example.
  • Stats system now observes "resolveCollection" for gameplay system's state.

Fixed

  • (Unity) Confirm pending purchase even if non-consumable products exist on an Apple ID but are not known to the Virtual Store.
  • (Unity) Fix queued unlocks which are not updated in the gameplay system's state.
  • Fix "RewardGrant" error when energy system is not in use.
  • (Unity) Remove various usages of "System.Linq" from codebase.
  • Fix error on publish of Satori events about store items with no rewards.
  • Fix energy "Spend" did not return aggregate rewards in response.

Upgrade Notes

When working with Offline Mode in Unity projects, to ensure the NetworkMonitor never checks for online connectivity, update your code as follows:

Instead of using:

var monitor = new NetworkMonitor(new ForceNetworkProbe(true), ...);

Simply avoid passing any probes into the NetworkMonitor to completely disable network connectivity checks:

var monitor = new NetworkMonitor();