Skip to content

Releases: patterkit/patter

Patterpad 0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 15:39

Added

  • The Patterpad editor: a writer-first, screenplay-style surface for Patter projects -
    character cues, lines, directions, narration, and game events, edited directly on the
    source files on disk (id-stable, lossless round-trip).
  • Structure and logic: scenes / blocks / groups (choice, branch, sequence), a guided
    condition editor, properties + effects, jumps with go / call modes, freeform tags,
    and per-node game data.
  • The Play window: walk the real story as you write - choices, conditions, saves,
    language switching, closed captions, paced reveal, and a live step marker back into
    the editor. Live Link streams a running game's cursor into the editor too.
  • Review and production: threaded comments, rewrite suggestions, writing + recording
    status tracking, production reports (with export to spreadsheet), coverage testing,
    estimating, and voice-script export.
  • Audio: recording-status tracking, Audio Folders (takes on disk drive status), scratch
    recording at the desk (take-state badges plus a skip-to-next-needed sweep), and playback
    in the editor.
  • Localisation: languages declared per project, export / import for translators
    (JSON / Excel / PO), staleness tracking, and live language preview.
  • Publishing: compile the runtime bundle, publish a playable HTML page, a customisable
    web folder, or a readable script (PDF / Word).
  • Project plumbing: version-control awareness (git / Perforce / Plastic / SVN), file
    associations, search & replace across the project, spell-check, and auto-update.

Patterplay Unreal 0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 14:48

Added

  • The native C++ Patter runtime (header-only, standard library only) wrapped in a Blueprint-
    and C++-friendly plugin: scenes, blocks, run/choice/branch/sequence selectors,
    sticky/fallback options, call-return jumps, conditions + effects, visit counts, {@ref}
    interpolation, game events, tags, and gameData merge-at-read.
  • UPatterEngine / UPatterFlow + FPatterStep / FPatterOption: the whole play loop
    drivable from C++ or Blueprint, plus typed property get/set (@patter and wired external
    values).
  • A .patterc importer: the file becomes a UPatterBundle asset in the content browser.
  • Localisation: play any locale of an Embedded bundle, or ship an IDs-only bundle and
    localise in your own system. Closed-caption cue stripping supported.
  • Audio resolution: UPatterAudio (BlueprintCallable) resolves each line to its winning take
    from a patteraudio.json manifest (it resolves the path; playback stays yours).
  • Live state: the Window ▸ Tools ▸ Patterplay Runtime State editor panel watches and
    edits a running engine's @patter properties (type-aware editors + reset-to-default);
    register with RegisterForDebug.
  • Live Link: FPatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
    bundles into the running game (ApplyLiveBundle: strings-only or full swap, state kept).
  • Structure introspection: GetOutline / GetBeatSequence expose the authored tree
    (per-beat text, character, gameData, tags) for tooling like Sequencer binding.
  • The sibling PatterplayDemo sample project (open its .uproject straight from the
    unpacked zip): APatterplayDemoActor (the minimal integration) and ATourDemoActor (the
    interactive Patter tour, with optional audio resolution).

Patterplay Unity 0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 14:48

Added

  • The native C# Patter runtime: Engine + Flow over a compiled .patterc bundle - scenes,
    blocks, run/choice/branch/sequence selectors, sticky/fallback options, call-return jumps,
    conditions + effects, visit counts, {@ref} interpolation, game events, tags, gameData
    merge-at-read, and whole-game save/load (PatterSave).
  • A .patterc ScriptedImporter: drop the file in and it becomes a PatterBundleAsset (with
    a custom Inspector); Bundle.CreateEngine() from there.
  • Localisation: play any locale of an Embedded bundle, switch live with SetLocale, or ship
    an IDs-only bundle and localise in your own system. Closed-caption cue stripping via
    SetClosedCaptions.
  • Audio resolution: PatterAudioResolver resolves each line to its winning take from a
    patteraudio.json manifest (it resolves the path; playback stays yours).
  • Live state: Window ▸ Patterplay ▸ Runtime State watches and edits a running engine's
    @patter properties (type-aware editors + reset-to-default) and saves / loads the run.
  • Live Link: PatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
    bundles into the running game (ApplyLiveBundle: strings-only or full swap, state kept).
  • Structure introspection: GetOutline() / GetBeatSequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Samples (import via Package Manager), each with a ready-made scene - import, open the
    scene, press Play: Play-through demo (the minimal integration) and the Tour demo
    (the interactive Patter tour, with optional audio resolution).

Patterplay JS 0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 15:03

Added

  • The Patter runtime in JS/TS: Engine + Flow over a compiled .patterc bundle - scenes,
    blocks, run/choice/branch/sequence selectors, sticky/fallback options, call-return jumps,
    conditions + effects, visit counts, {@ref} interpolation, game events, tags, gameData
    merge-at-read, and whole-game save/load (saveGame / loadGame).
  • The patterplay.min.js drop-in: the whole runtime as one self-contained <script> file
    (window.Patterplay), for plain HTML pages with no bundler.
  • Localisation: play any locale of an Embedded bundle, switch live with setLocale, or ship
    an IDs-only bundle and localise in your own system (flow.interpolate). Closed-caption cue
    stripping via setClosedCaptions.
  • Live refresh: replaceStrings (text-only edits, in place) and hotSwap (structural edits,
    state carried over) - the engine side of Patterpad's Live Link hot reload.
  • Structure introspection: getOutline() / getBeatSequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Companion helpers live in @patterkit/play-helpers (save envelopes, property setters,
    state logger, Live Link client, property inspector, audio resolution).
  • Distribution: patterplay-js-<version>.zip on each play-js-v* GitHub Release (the
    runtime + module builds + two demos, no npm needed), npm, and the CDN drop-in - all the
    same version.

Patterplay Godot 0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 14:48

Added

  • The pure-GDScript Patter runtime: PatterEngine + PatterFlow over a compiled .patterc
    bundle - scenes, blocks, run/choice/branch/sequence selectors, sticky/fallback options,
    call-return jumps, conditions + effects, visit counts, {@ref} interpolation, game events,
    tags, gameData merge-at-read, and whole-game save/load (save_game / load_game). No
    scene-tree types in the engine, so it also runs headless.
  • Bundle loading: PatterBundle.load_from_string(json) from any .patterc.
  • Localisation: play any locale of an Embedded bundle, switch live with set_locale, or ship
    an IDs-only bundle and localise in your own system. Closed-caption cue stripping via
    set_closed_captions.
  • Audio resolution: PatterAudio resolves each line to its winning take from a
    patteraudio.json manifest (it resolves the path; playback stays yours).
  • Live state: PatterStatePanel, an in-game overlay that watches and edits a running
    engine's @patter properties (type-aware editors + reset-to-default) and saves / loads
    the run.
  • Live Link: PatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
    bundles into the running game (apply_live_bundle: strings-only or full swap, state kept).
  • Structure introspection: get_outline() / get_beat_sequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Demos in demo/: a headless play-through demo (the minimal integration) and the
    Tour scene (the interactive Patter tour, with optional audio resolution).

cli-v0.1.0

Choose a tag to compare

@github-actions github-actions released this 04 Jul 14:48
Release 0.1.0: date the changelogs, Patterpad 0.0.0 -> 0.1.0.

Conformance corpus bundle-schema-v1

Choose a tag to compare

@github-actions github-actions released this 04 Jul 14:48

corpus.json - the language-agnostic conformance corpus (expression and
playthrough cases) that every Patterplay runtime (JavaScript, Unity, Unreal,
Godot) is held to. This is the stable asset URL the port test harnesses pull.

Details: https://patterkit.dev/compatibility/

@patterkit/runtime@0.1.0

Choose a tag to compare

Changelog

All notable changes to @patterkit/runtime (Patterplay JS) are documented here. The
Patterplay runtimes - JS, Unity, Unreal, and Godot - are versioned in lockstep: the same
version number always means the same runtime behaviour. This package is versioned by
npm run bump:play, not by Changesets.

[Unreleased]

[0.1.0] - Unreleased

Added

  • The Patter runtime in JS/TS: Engine + Flow over a compiled .patterc bundle - scenes,
    blocks, run/choice/branch/sequence selectors, sticky/fallback options, call-return jumps,
    conditions + effects, visit counts, {@ref} interpolation, game events, tags, gameData
    merge-at-read, and whole-game save/load (saveGame / loadGame).
  • The patterplay.min.js drop-in: the whole runtime as one self-contained <script> file
    (window.Patterplay), for plain HTML pages with no bundler.
  • Localisation: play any locale of an Embedded bundle, switch live with setLocale, or ship
    an IDs-only bundle and localise in your own system (flow.interpolate). Closed-caption cue
    stripping via setClosedCaptions.
  • Live refresh: replaceStrings (text-only edits, in place) and hotSwap (structural edits,
    state carried over) - the engine side of Patterpad's Live Link hot reload.
  • Structure introspection: getOutline() / getBeatSequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Companion helpers live in @patterkit/play-helpers (save envelopes, property setters,
    state logger, Live Link client, property inspector, audio resolution).
  • Distribution: patterplay-js-<version>.zip on each play-js-v* GitHub Release (the
    runtime + module builds + two demos, no npm needed), npm, and the CDN drop-in - all the
    same version.