34cb0ebf39
This way, if a user A blocks another user B, if user B refreshes the browser or leaves and re-enters the room, user B will still be blocked. As a side effect, this allows us to completely remove the "sockets" property in the SocketManager on the Pusher.
3.6 KiB
3.6 KiB
Version 1.4.x-dev
Updates
- Added the ability to have animated tiles in maps #1216 #1217
- Enabled outlines on actionable item again (they were disabled when migrating to Phaser 3.50) #1218
- Enabled outlines on player names (when the mouse hovers on a player you can interact with) #1219
- Migrated the admin console to Svelte, and redesigned the console #1211
- Layer properties (like
exitUrl
,silent
, etc...) can now also used in tile properties #1210 (@jonnytest1) - New scripting API features :
- Use
WA.room.showLayer(): void
to show a layer - Use
WA.room.hideLayer(): void
to hide a layer - Use
WA.room.setProperty() : void
to add or change existing property of a layer - Use
WA.player.onPlayerMove(): void
to track the movement of the current player - Use
WA.room.getCurrentUser(): Promise<User>
to get the ID, name and tags of the current player - Use
WA.room.getCurrentRoom(): Promise<Room>
to get the ID, JSON map file, url of the map of the current room and the layer where the current player started - Use
WA.ui.registerMenuCommand(): void
to add a custom menu - Use
WA.room.setTiles(): void
to change an array of tiles
- Use
- Users blocking now relies on UUID rather than ID. A blocked user that leaves a room and comes back will stay blocked.
Version 1.4.3 - 1.4.4 - 1.4.5
Bugfixes
- Fixing the generation of @workadventure/iframe-api-typings
Version 1.4.2
Updates
- A script in an iframe opened by another script can use the IFrame API.
Version 1.4.1
Bugfixes
- Loading errors after the preload stage should not crash the game anymore
Version 1.4.0
BREAKING CHANGES
- Scripting API:
- Changed function names:
restorePlayerControl
=>restorePlayerControls
,disablePlayerControl
=>disablePlayerControls
. Please keep in mind that the scripting API is still experimental. Some breaking changes can occur in it until we mark it as stable.
- Changed function names:
Updates
-
Added the emote feature to WorkAdventure. (@Kharhamel, @Tabascoeye)
- The emote menu can be opened by clicking on your character.
- Clicking on one of its element will close the menu and play an emote above your character.
- This emote can be seen by other players.
-
Player names were improved. (@Kharhamel)
- We now create a GameObject.Text instead of GameObject.BitmapText
- now use the 'Press Start 2P' font family and added an outline
- As a result, we can now allow non-standard letters like french accents or chinese characters!
-
Added the contact card feature. (@Kharhamel)
- Click on another player to see its contact info.
- Premium-only feature unfortunately. I need to find a way to make it available for all.
- If no contact data is found (either because the user is anonymous or because no admin backend), display an error card.
-
Mobile support has been improved
- WorkAdventure automatically sets the zoom level based on the viewport size to ensure a sensible size of the map is visible, whatever the viewport used
- Mouse wheel support to zoom in / out
- Pinch support on mobile to zoom in / out
- Improved virtual joystick size (adapts to the zoom level)
-
Redesigned intermediate scenes
- Redesigned Select Companion scene
- Redesigned Enter Your Name scene
- Added a new
DISPLAY_TERMS_OF_USE
environment variable to trigger the display of terms of use
- Added a new
-
New scripting API features:
- Use
WA.loadSound(): Sound
to load / play / stop a sound
- Use
Bug Fixes
- Pinch gesture does no longer move the character
Version 1.3.0
New Features
- Maps can now contain "group" layers (layers that contain other layers) - #899 #779 (@Lurkars @moufmouf)