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Patterpad 0.16.0
Changed
-
A condition comparing flags no longer depends on the order they were added.
@f == [red, blue]
now matches a value built as+bluethen+red, and every Patterplay runtime agrees with the editor
about it. A flags value is a set; its stored order was an artefact of the order somebody happened to
write the outcomes in, which nothing in Patterpad ever showed you. A condition that was quietly false
for that reason will start passing, which is the answer it should always have given. -
Saves your game writes can be read by the Unity, Unreal and Godot runtimes. The random-number
state was recorded as a signed number, so more than half of all saves carried a value the native
runtimes rejected: Unity threw on load and the C++ one read it through undefined behaviour. Patterpad
and the JS runtime always coped, so this never showed up here, which is exactly why it lasted. Saves
written before this release still load everywhere. -
Under the hood, the expression language and the shared authoring pieces come from
@wildwinter/expr
and@wildwinter/toolkitrather than copies kept here. One implementation, shared with the Storylet
Engine, so a fix lands once instead of twice.