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New dev blog 2023-06-10
This commit is contained in:
parent
4ebe332687
commit
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21 changed files with 6359 additions and 2761 deletions
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@ -70,6 +70,7 @@ class BlogPost:
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"""
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title: str
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title_short: str
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blurb: str
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permalink: str
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pagelink: str
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@ -199,6 +200,12 @@ def md2html():
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image_copyrights = line[12:]
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image_copyrights = mistletoe.markdown(image_copyrights)
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# merge two lines if they are not separated by a blank line
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# (this is to allow for markdown to be split over multiple lines)
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lines = " ".join(lines)
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lines = lines.split("\n\n")
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# get first paragraph as blurb
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markdown_blurb = "\n".join(
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[line for line in lines if line and not line.startswith("!")][:3]
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@ -213,8 +220,11 @@ def md2html():
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pagelink = OUTFILE_TEMPLATE.format(year=date.year)
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permalink = "{}#{}".format(pagelink, anchor)
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shortlink_len = 18
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blogpost = BlogPost(
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title=title,
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title_short=title[:shortlink_len] + "..." if len(title) > shortlink_len + 2 else title,
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blurb=blurb,
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permalink=permalink,
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pagelink=pagelink,
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@ -1,5 +1,5 @@
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title: Tutorial-writing and Attributes galore
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copyrights: [Alpha Stock Images](http://alphastockimages.com/) (released under [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/) )
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copyrights: Image from [Alpha Stock Images](http://alphastockimages.com/) (released under [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/) )
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---
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@ -1,66 +1,66 @@
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title: Project plans and Splitting a Setting in two
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copyright: Image from [freeimageslive.co.uk](http://www.freeimageslive.co.uk/free_stock_image/pausebreakkeyjpg), released under CC Attribution 3.0. Image by freeimageslive - stockmedia.cc.
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copyrights: Image from [freeimageslive.co.uk](http://www.freeimageslive.co.uk/free_stock_image/pausebreakkeyjpg), released under CC Attribution 3.0. Image by freeimageslive - stockmedia.cc.
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---
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---
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As those following Evennia development should be aware of for now, we are approaching the 1.0 release of Evennia, the MU*-building framework.
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As those following Evennia development should be aware of for now, we are approaching the 1.0 release of Evennia, the MU*-building framework.
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Thing is, that release has been coming 'soon' for quite a while now. Since some time you can already test Evennia 1.0-dev by checking out the Evennia `develop` branch ([here](https://github.com/evennia/evennia/discussions/2640) for help on how). Evennia 1.0-dev is still changing, but it's already stable enough that It's gotten to the point that people in chat now recommend new users to start fresh with 1.0-dev rather than the 'stable' version 0.9.5, which is now 1.5 years old and is not seeing more updates.
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Thing is, that release has been coming 'soon' for quite a while now. Since some time you can already test Evennia 1.0-dev by checking out the Evennia `develop` branch ([here](https://github.com/evennia/evennia/discussions/2640) for help on how). Evennia 1.0-dev is still changing, but it's already stable enough that It's gotten to the point that people in chat now recommend new users to start fresh with 1.0-dev rather than the 'stable' version 0.9.5, which is now 1.5 years old and is not seeing more updates.
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## Changes to 1.0 release plans
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### In short:
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I plan to pause the work on the new beginner tutorial and release 1.0 with that piece of the documentation unfinished. It still has a large swathes of useful info, but the new from-scratch game will not be ready.
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### In short:
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I plan to pause the work on the new beginner tutorial and release 1.0 with that piece of the documentation unfinished. It still has a large swathes of useful info, but the new from-scratch game will not be ready.
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### Longer:
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One of the reasons for 1.0 not being released is that I have been working on a new beginner-tutorial to go with the new system. This involves making a full little MUD game from scratch, and I'm making a full system you can both follow lesson-per-lesson as well as implementing it for those that prefer to pull apart code.
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### Longer:
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One of the reasons for 1.0 not being released is that I have been working on a new beginner-tutorial to go with the new system. This involves making a full little MUD game from scratch, and I'm making a full system you can both follow lesson-per-lesson as well as implementing it for those that prefer to pull apart code.
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Writing good code as well as full tutorial lessons is however a big, full-time job (next to my actual real-life full-time job) and thus I expect it will take a good while longer before the new tutorial is done. Worse, in the meantime I can't spend much time resolving the 1.0-dev bugs that has been reported by community testers and also block release.
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Writing good code as well as full tutorial lessons is however a big, full-time job (next to my actual real-life full-time job) and thus I expect it will take a good while longer before the new tutorial is done. Worse, in the meantime I can't spend much time resolving the 1.0-dev bugs that has been reported by community testers and also block release.
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So I will map out the remaining pieces of the tutorial with informational "Work in progress" markers, merge what I have, and stop work on it for now.
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So I will map out the remaining pieces of the tutorial with informational "Work in progress" markers, merge what I have, and stop work on it for now.
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I'll continue finishing the tutorial in smaller sub-releases after the main 1.0 release.
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### What's left for 1.0-dev
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### What's left for 1.0-dev
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So, with the main bulk of work (the beginner tutorial) on hold, what's left to do?
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So, with the main bulk of work (the beginner tutorial) on hold, what's left to do?
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- Cleanup the rest of the docs! There's still much to do there, including removing old tutorials that are now covered in the parts of the beginner-tutorial already finished. Also need to connect all pages and structure the docs better.
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- Cleanup the rest of the docs! There's still much to do there, including removing old tutorials that are now covered in the parts of the beginner-tutorial already finished. Also need to connect all pages and structure the docs better.
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- Get into the bug backlog of Evennia 1.0-dev that people have reported. Also work to merge some outstanding PRs. I'll need to triage issues more, but hopefully I can get some help fixing simpler bugs during October's [Hacktoberfest](https://github.com/evennia/evennia/discussions/2858).
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## MULTISESSION_MODE changes (this will affect your current game!)
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That said, now to some recent changes in 1.0-dev. This one is important since it affects your existing game.
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That said, now to some recent changes in 1.0-dev. This one is important since it affects your existing game.
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### In short:
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The functionality of `MULTISESSION_MODE` has been broken into smaller sub-settings. This makes it a lot more flexible, but if you used the 'side-effects' of a higher `MULTISESSION_MODE` in your game, you now need to set a few other settings to get that back.
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### In short:
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The functionality of `MULTISESSION_MODE` has been broken into smaller sub-settings. This makes it a lot more flexible, but if you used the 'side-effects' of a higher `MULTISESSION_MODE` in your game, you now need to set a few other settings to get that back.
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### Longer:
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The `MULTISESSION_MODE` is a long-standing Evennia setting. It controls how many sessions you can connect to the game at a time. In other words, how many game clients you can open against the same accoung login at the same time.
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### Longer:
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The `MULTISESSION_MODE` is a long-standing Evennia setting. It controls how many sessions you can connect to the game at a time. In other words, how many game clients you can open against the same accoung login at the same time.
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- Mode 0: A single session. Connecting a new one will disconnect the previous one.
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- Mode 1: Multiple sessions can be connected. When you puppet a Character, each session will see the same output.
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- Mode 2: Multiple sessions can be connected. Each session can puppet one Character each.
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- Mode 1: Multiple sessions can be connected. When you puppet a Character, each session will see the same output.
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- Mode 2: Multiple sessions can be connected. Each session can puppet one Character each.
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- Mode 3: Multiple sessions can be connected. Multiple sessions can puppet a Character, each session will see the same output.
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Thing is that for the longest time, this setting has _also_ controlled other things:
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Thing is that for the longest time, this setting has _also_ controlled other things:
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- Mode 0,1: A Character of the same name as the Account is auto-created when first connecting.
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- Mode 0,1: You auto-connect to your last character whenever you log in.
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- Mode 2,3: You don't get an auto-created character and end up in and OOC 'character' select screen when logging in.
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- Mode 2,3: You don't get an auto-created character and end up in and OOC 'character' select screen when logging in.
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These things don't really belong together. For example, if you want players to be able to choose between multiple characters (a character selection screen) but only play one at a time (`MULTISESSION_MODE` 0 or 1), you'd need to work around Evennia's default.
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As of today, I've merged a change to Evennia 1.0-dev (`develop` branch) which changes this.
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As of today, I've merged a change to Evennia 1.0-dev (`develop` branch) which changes this.
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- `MULTISESSION_MODE` now _only_ controls how sessions connect and how they can puppet characters.
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- `MULTISESSION_MODE` now _only_ controls how sessions connect and how they can puppet characters.
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- `MAX_NR_SIMULTANEOUS_PUPPETS` is a new setting that controls how many puppets you can control for `MULTISESSION_MODE` 2 and 3. This will not change anything for modes 0 and 1 (always acts as 1 due to how those modes work).
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- `AUTO_CREATE_CHARACTERS_WITH_ACCOUNT` allows you to turn off the auto-creation of a character with the same name as the Account when you register. This used to be enforced as a part of `MULTISESSION_MODE` 0 or 1.
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- `AUTO_PUPPET_ON_LOGIN` controls if you will auto-connect to the last thing you puppet when you login, of if you'll end up OOC (by default at a character selection screen). Again, this used to be enforced by `MULTISESSION_MODE` 0 or 1.
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- `MAX_NR_CHARACTERS` existed before. It controls how many characters the default `charcreate` command will allow you to create.
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- `MAX_NR_CHARACTERS` existed before. It controls how many characters the default `charcreate` command will allow you to create.
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By default these settings are all setup to mimic the old `MULTISESSION_MODE` 0, so you should not notice any difference in a fresh game.
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By default these settings are all setup to mimic the old `MULTISESSION_MODE` 0, so you should not notice any difference in a fresh game.
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The drawback is that if you use a higher `MULTISESSION_MODE` in your existing game, you will need to tweak these settings to get back what you had before. Also, if you overrode `Account` or the default login commands, you may need to tweak things to match the new upstream default.
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The drawback is that if you use a higher `MULTISESSION_MODE` in your existing game, you will need to tweak these settings to get back what you had before. Also, if you overrode `Account` or the default login commands, you may need to tweak things to match the new upstream default.
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@ -1,47 +1,47 @@
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title: Evennia 1.0 released!
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copyright: Griatch
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copyrights: Screenshot by Griatch
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---
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---
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<br>
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As of today, [Evennia 1.0 released](https://github.com/evennia/evennia/discussions/3017)! This has been a long time coming. Not only were there a lot of fixes and features to add, we also moved to a completely new documentation system. With many moving parts and my wish to get as much as possible into this release, it took a while to get things aligned.
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As of today, [Evennia 1.0 released](https://github.com/evennia/evennia/discussions/3017)! This has been a long time coming. Not only were there a lot of fixes and features to add, we also moved to a completely new documentation system. With many moving parts and my wish to get as much as possible into this release, it took a while to get things aligned.
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This release is also the first one where we distribute Evennia on Pypi, so you can install with `pip install evennia`. This also led to a lot of new work and documentation to write.
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This release is also the first one where we distribute Evennia on Pypi, so you can install with `pip install evennia`. This also led to a lot of new work and documentation to write.
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That said, it would have taken even longer if I had been alone - and I was not. The Evennia community is growing ever more active, and we now have a regular influx of PRs. I even get help fixing bugs at times! Not to mention a bunch of very sweet new contribs and implemented features. It feels super-luxurious to wake up and find a bug has been fixed for me!
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That said, it would have taken even longer if I had been alone - and I was not. The Evennia community is growing ever more active, and we now have a regular influx of PRs. I even get help fixing bugs at times! Not to mention a bunch of very sweet new contribs and implemented features. It feels super-luxurious to wake up and find a bug has been fixed for me!
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Thanks a lot, everyone!
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## Moving forward
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The linked announcement above covers the new features of 1.0. Check it out - there's a lot of fun stuff. In this dev-blog, I wanted to talk a little bit about the future instead.
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The linked announcement above covers the new features of 1.0. Check it out - there's a lot of fun stuff. In this dev-blog, I wanted to talk a little bit about the future instead.
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### Main is where it's at
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### Main is where it's at
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As usual when the `develop` branch merges, activity shifts. So moving forward, the `main` branch (which is now what we use instead of `master`) will be the 'active' branch.
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As usual when the `develop` branch merges, activity shifts. So moving forward, the `main` branch (which is now what we use instead of `master`) will be the 'active' branch.
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All new PRs and features should now be made against `main`. The `develop` branch will likely make its return as the bleeding-edge, but I hope that it will be mainly for testing individual complex features rather than for a huge new version like in the past.
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### Versioning
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### Versioning
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In the past we have made big version changes: `0.5->0.6->0.7->0.8->0.9`. Then we got sort of stuck preparing for `1.0`, and there was an interim `0.9.5` release just to hold us over. In the end, `1.0` took almost two years to complete.
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In the past we have made big version changes: `0.5->0.6->0.7->0.8->0.9`. Then we got sort of stuck preparing for `1.0`, and there was an interim `0.9.5` release just to hold us over. In the end, `1.0` took almost two years to complete.
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Having the `develop` branch open for this long is not good. Users of `0.9.5` were stuck with the old docs (just a plain import from the github wiki) since I couldn't maintain both. It meant stagnation for people downloading `master` branch. And while people in the know eventually switched to use `develop` branch (helping a lot of with testing!) it's still not an ideal state of affairs. I don't want something similar to happen leading up to 2.0.
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Having the `develop` branch open for this long is not good. Users of `0.9.5` were stuck with the old docs (just a plain import from the github wiki) since I couldn't maintain both. It meant stagnation for people downloading `master` branch. And while people in the know eventually switched to use `develop` branch (helping a lot of with testing!) it's still not an ideal state of affairs. I don't want something similar to happen leading up to 2.0.
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So for that reason I plan to move Evennia to [semantic versioning](https://semver.org/) going forward. Semantic versioning means that we'll use `Major.Minor.Patch` versioning. For you as a developer of an Evennia game (using `pip install` - if you follow `main` on git, it's less relevant, you'll have bleeding edge), this versioning means
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So for that reason I plan to move Evennia to [semantic versioning](https://semver.org/) going forward. Semantic versioning means that we'll use `Major.Minor.Patch` versioning. For you as a developer of an Evennia game (using `pip install` - if you follow `main` on git, it's less relevant, you'll have bleeding edge), this versioning means
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- `1.0.x` - changes (`1.0.1`, `1.0.2` etc) are _patches_. Bug fixes. Security fixes. Should always be safe to upgrade to without anything breaking.
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- `1.x.0` - changes (`1.1.0`, `1.2.0` etc) are _minor version changes_. This can introduce new functionality that is _backwards compatible_. So a new default command, a new contrib, stuff like that. Maybe bigger bug fixes and refactoring that don't change existing functionality. So Minor versions are also usually worthwhile to update to.
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- `1.x.0` - changes (`1.1.0`, `1.2.0` etc) are _minor version changes_. This can introduce new functionality that is _backwards compatible_. So a new default command, a new contrib, stuff like that. Maybe bigger bug fixes and refactoring that don't change existing functionality. So Minor versions are also usually worthwhile to update to.
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- `x.0.0` - changes (`2.0.0`, `3.0.0` etc) are _major version changes_. These versions include changes that are _backwards-incompatible_. The change may still be small! The gist of it is that they are changes that require you to take some action.
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With semantic versioning, Evennia 2.0, 3.0 etc may happen sooner than you may think - even changing how a setting should be written is technically a backwards-incompatible change. I think this will help make those major versions be less daunting too - meaning we won't get stuck at 1.9.5 again.
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With semantic versioning, Evennia 2.0, 3.0 etc may happen sooner than you may think - even changing how a setting should be written is technically a backwards-incompatible change. I think this will help make those major versions be less daunting too - meaning we won't get stuck at 1.9.5 again.
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### Finishing the beginner tutorial
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### Finishing the beginner tutorial
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The new [Beginner Tutorial](https://www.evennia.com/docs/latest/Howtos/Howtos-Overview.html#beginner-tutorial) is not ready yet.
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The new [Beginner Tutorial](https://www.evennia.com/docs/latest/Howtos/Howtos-Overview.html#beginner-tutorial) is not ready yet.
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As mentioned in my previous devblog, I had to pause work on it or 1.0 wouldn't get out this year. That said, I think the first two parts that are finished are already useful to newcomers. In the coming months I will continue with the tutorial-game and finish all the code. In the end I aim to have the reader make a complete little MUD from scratch if they follow the tutorial from beginning to end.
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@ -49,6 +49,6 @@ As mentioned in my previous devblog, I had to pause work on it or 1.0 wouldn't g
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After the 1.0 release we are now officially in the 'bug fix and cleanup' phase. So report all the issues you find - especially with the new docs!
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So moving forward, I expect to mainly do patches and minor versions for a while. I don't intend to start any major work until after the beginner-tutorial is complete.
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So moving forward, I expect to mainly do patches and minor versions for a while. I don't intend to start any major work until after the beginner-tutorial is complete.
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For now though, let's just be happy that 1.0 is out! :D
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For now though, let's just be happy that 1.0 is out! :D
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112
devblog/_src/markdown/2023-06-10-Evennia-2.0-released.md
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112
devblog/_src/markdown/2023-06-10-Evennia-2.0-released.md
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title: Evennia 2.0.0 released today
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copyrights: Image by Luc Viatour / [https://lucnix.be/](https://lucnix.be), released under Creative Commons.
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---
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<br>
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As part of our new use of [semantic versioning](https://semver.org/), Evennia
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2.0.0 was released today. Evennia is a Python `MU*` creation framework and
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server. As the change of the major version indicates, this is a backwards
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incompatible change ... well, _maybe_. It depends on your use-case. Read on.
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In this post I'll go over some of the new things since the release of Evennia
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1.0 some six months ago.
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## New version of the ExtendedRoom
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The main thing that _may_ be backwards income is the `ExtendedRoom` contrib.
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This contrib extends the standard room with the ability to look at 'details' and
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to have descriptions that change by season and by time-of-day in the game. I
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originally wrote the `ExtendedRoom` contrib more than a decade ago and it was
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in dire need to be recactored and cleaned up to use the modern tools available
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in Evennia. Not to mention make use of my additional years of experience since
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first creating it.
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Here are the [new features](https://github.com/evennia/evennia/discussions/3200):
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- All rooms can now have any number of "room states", like "burning", "flooded",
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"dark", "crowded" or what have you. The `season` and `time_of_day` are now just
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treated as any other room-states except that they auto-change with in-game time.
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- Rooms can have any number of swappable room-descriptions, just by adding an
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Attribute `desc_<roomstate>` to the room. This will be used when a given
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room-state is set on the room. If no room state matches, the traditional
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`desc` Attribute is used.
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- In the old contrib, you could add special tags, like `<morning>...</morning>`
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in your descriptions and have those parts of the texts only appear when it's
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morning in-game. This still works, but only ever supported time-of-day states.
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The new way is to make use Evennia's FuncParser to embed functions in the text
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directly. The `ExtendedRoom` understands the new `state` inline function. This
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can be used with _any_ room state (including seasons and time-of-day). For
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example: `$state(morning, The morning sun is shining in.)` or
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`$state(burning, This place is on fire!)`.
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- The room still supports `details` - the ability to look at things in the room
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without needing to create a new database object first. This hasn't changed.
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- The `ExtendedRoom` now also has simple support for echoing random messages now
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and then to the room.
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Overall, the code was completely re-written and cleaned up, making use of the
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latest Evennia tooling. It also has much better unit-test coverage. All the unit
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tests of the old implementation passes for the new one, but the changes are
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so big that it's nevertheless possible people making heavy use of
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this contrib may see side effects from upgrading.
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Now, a contrib is not part of the core, so it (potentially) being
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backwards-incompatible should normally not warrant a major version bump. But I
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feel the `ExtendedRoom` contrib is used by so many in the Evennia community that
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it's prudent to up the major version to let people know that they should
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keep an eye out when upgrading.
|
||||
|
||||
## More on the Beginner Tutorial
|
||||
|
||||
Most of my time has been spent continuing to work on the new [Beginner Tutorial](https://www.evennia.com/docs/latest/Howtos/Beginner-Tutorial/Beginner-Tutorial-Overview.html). Notably on [part three](https://www.evennia.com/docs/latest/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Part3-Overview.html), where
|
||||
we are making a whole little Evennia MUD game from scratch. While still not
|
||||
done, I have now added detailed lessons on
|
||||
|
||||
- Creating RPG dice rollers and rule systems (in our example we are using the
|
||||
_Knave_ TTRPG ruleset).
|
||||
- Organizing Player Character data, and character generation.
|
||||
- In-game objects and items.
|
||||
- Handling equipment and weapons.
|
||||
- In-game rooms.
|
||||
- Non-player characters.
|
||||
- Two types of Combat systems (Twitch-based and Turn based).
|
||||
|
||||
TODOs are Monster/NPC AI, Dynamical generation of rooms, Questin, Shops and some
|
||||
more bits and bobs. And of course a separate session on building the game world
|
||||
and tying all these systems together into a little example game.
|
||||
|
||||
## A truckload of new features!
|
||||
|
||||
As usual, the Evennia community ame through with a bunch of new useful stuff since
|
||||
the release of Evennia 1.0.
|
||||
|
||||
- `Containers` - A new contrib with a typeclass and commands to make and manage
|
||||
all sorts of containers, from chests to crates and jars, along with commands
|
||||
to put things in them and take things out of them. A great place to start
|
||||
tweaking for your own game implementation (InspectorCaracal).
|
||||
- The ANSI color fallbacks (for use when your client does not support XTerm256)
|
||||
were improved to make more sense (InspectorCaracal).
|
||||
- New `logger.delete_log` method for deleting log files from inside the server (aMiss-aWry).
|
||||
- For those intending to override the `SessionHandler`, it was cleaned up and
|
||||
refactored to make it less prone to cause circular import issues (Volund).
|
||||
- New `create_channel(attr=...)` keyword, for setting channel Attributes
|
||||
directly on creation, especially from channels defined in `settings.DEFAULT_CHANNELS` (me)
|
||||
- Attributes will now properly save Python `deques` with `maxlen=...` set (me).
|
||||
- [`TagCategoryProperty`](https://www.evennia.com/docs/latest/Components/Tags.html#tagcategoryproperty) - A new way to define tags with a particular category on a class at creation-time, without having to do so in the `at_object_creation` method (me).
|
||||
- A lot of bug fixes; [see the CHANGELOG](https://www.evennia.com/docs/latest/Coding/Changelog.html) for all the details!
|
||||
|
||||
## Continuing
|
||||
|
||||
Over summer, my development usually slows down a bit, but I plan to keep pushing
|
||||
on getting that Beginner tutorial done. We are also seeing more people joing
|
||||
the [evennia discord](https://discord.gg/AJJpcRUhtF), which means more eyes on
|
||||
the code and more bugs and edge cases being detected (and ironed out). So a lot
|
||||
of maintenance work to be done in the short term.
|
||||
|
||||
In the longer term, there are a lot of exciting plans for Evennia in the pipe,
|
||||
but we'll get there when we get there. :)
|
||||
|
||||
Have a nice summer!
|
||||
|
|
@ -12,7 +12,7 @@
|
|||
<script src="../javascripts/scale.fix.js">
|
||||
</script>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
|
||||
<meta name="description" content="
|
||||
<!--meta name="description" content="
|
||||
Latest Evennia dev blog: {{ latest_title }}: {{ latest_blurb }} ...
|
||||
---
|
||||
Evennia is a modern Python library and server for creating text-based
|
||||
|
|
@ -57,8 +57,8 @@
|
|||
{% endif %}
|
||||
{% for blogpost in page.posts %}
|
||||
<li class="devblog-calendar-post devblog-calendar-tooltip">
|
||||
<a href="{{ blogpost.permalink }}">{{ blogpost.date_short}}
|
||||
<span class="devblog-calendar-tooltip-text">{{ blogpost.title }}</span>
|
||||
<span class="devblog-calendar-tooltip-text">{{ blogpost.title }}</span>
|
||||
<a href="{{ blogpost.permalink }}">{{ blogpost.title_short }}
|
||||
</a>
|
||||
</li>
|
||||
{% endfor %}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue