Releases: patterkit/patter
Releases · patterkit/patter
Release list
Patterpad 0.1.0
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
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 (@patterand wired external
values).- A
.pattercimporter: the file becomes aUPatterBundleasset 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 apatteraudio.jsonmanifest (it resolves the path; playback stays yours). - Live state: the Window ▸ Tools ▸ Patterplay Runtime State editor panel watches and
edits a running engine's@patterproperties (type-aware editors + reset-to-default);
register withRegisterForDebug. - Live Link:
FPatterDebugLinkstreams 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/GetBeatSequenceexpose the authored tree
(per-beat text, character, gameData, tags) for tooling like Sequencer binding. - The sibling PatterplayDemo sample project (open its
.uprojectstraight from the
unpacked zip):APatterplayDemoActor(the minimal integration) andATourDemoActor(the
interactive Patter tour, with optional audio resolution).
Patterplay Unity 0.1.0
Added
- The native C# Patter runtime:
Engine+Flowover a compiled.pattercbundle - 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
.pattercScriptedImporter: drop the file in and it becomes aPatterBundleAsset(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:
PatterAudioResolverresolves each line to its winning take from a
patteraudio.jsonmanifest (it resolves the path; playback stays yours). - Live state: Window ▸ Patterplay ▸ Runtime State watches and edits a running engine's
@patterproperties (type-aware editors + reset-to-default) and saves / loads the run. - Live Link:
PatterDebugLinkstreams 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
Added
- The Patter runtime in JS/TS:
Engine+Flowover a compiled.pattercbundle - 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.jsdrop-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 viasetClosedCaptions. - Live refresh:
replaceStrings(text-only edits, in place) andhotSwap(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>.zipon eachplay-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
Added
- The pure-GDScript Patter runtime:
PatterEngine+PatterFlowover 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:
PatterAudioresolves each line to its winning take from a
patteraudio.jsonmanifest (it resolves the path; playback stays yours). - Live state:
PatterStatePanel, an in-game overlay that watches and edits a running
engine's@patterproperties (type-aware editors + reset-to-default) and saves / loads
the run. - Live Link:
PatterDebugLinkstreams 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
Release 0.1.0: date the changelogs, Patterpad 0.0.0 -> 0.1.0.
Conformance corpus bundle-schema-v1
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
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+Flowover a compiled.pattercbundle - 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.jsdrop-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 viasetClosedCaptions. - Live refresh:
replaceStrings(text-only edits, in place) andhotSwap(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>.zipon eachplay-js-v*GitHub Release (the
runtime + module builds + two demos, no npm needed), npm, and the CDN drop-in - all the
same version.