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v0.8.0
Behaviour on air changed, so read the first entry before upgrading during an event.
- Overlays no longer put error text on air. A board that cannot load its game shows nothing at all, a working board is never replaced by a message, and a board that nothing has confirmed for about two minutes hides itself rather than keep showing a score the game may have moved past. Diagnostics are turned on by an operator — from the Studio, which needs no URL editing on a switcher and expires after ten minutes, or with
?debug=1on a laptop — and a board that is working stays silent even then. The Studio's new Feed and diagnostics panel reports whether game data is answering.docs/STUDIO.md§11a. - Squads now expire the way prepared notes always have. Standalone, this project holds a team's names because nothing upstream does — and they sat on disk indefinitely while notes about the same people went after a week. Both are now forgotten seven days after their last write, configurable with
retention_days(or--retention-daysat install): raise it for a club tracking one team all season,0to keep until deleted by hand. Hosted is unchanged, because there the squad is UltiOrganizer's.docs/DEPLOY.md§5. - A demonstration installation now demonstrates itself. Every store here takes a five-character code a crew agrees on at an event, and a visitor has no crew — so the commentary desk opened in an empty room with no FMP/MMP data, leaving a mixed game with no bands, no quota counts and no grouped picker, and match control said "ask the operator to set a code" to somebody with no operator. On a demonstration there is now one published code,
TRYME, filled in by the surfaces that want it: the desk opens in a prepared room with matchings for both mixed squads, it is linked without an operator, and match control can actually be pressed. Gated on demo mode; a real installation is unchanged.docs/DEPLOY.md§5. - The welcome message offers keep score on a phone alongside the game, mixed game and desk links — on a demonstration, where the code is published; elsewhere it is left out rather than pointing at a prompt a visitor cannot answer. A prepared room also survives an administrator editing it: the shipped squad is the floor, so clearing one note no longer takes that player's matching with it.
- Stated as a principle what the code already did: nobody is required. The crew scale runs from nobody at the field — a camera and post-production — to as many as an event can staff, with no configuration in that range privileged over the others. Now a rule in
AGENTS.md, a row at each end of the crew table, and a sentence on both front doors. deploy.sh --version v0.7.0anddeploy.sh --latestdeploy a release rather than the working directory, from a temporary git worktree, so this directory is untouched anddirtystays honest.--showprints what would be sent without sending it.docs/DEPLOY.md§4.