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World properties are pills in the condition and effects editors. A property declared under Project
Settings > World properties (@world.time_of_day, or @story.act imported from the Storylet Engine's
published spec) is offered in the property picker and drawn as a pill, with its type, like any @patter
property. Before, the editors did not know those scopes at all: a condition naming one could not be
shown as pills, only as text.
A line can name the Storylet Engine's shared properties with no setting.@story.act in a
condition or an effect is accepted even when the project declares nothing for it, as every engine in
the family now accepts the others' game-wide scopes. Undeclared, it is drawn as an ordinary pill with a
tip saying another engine owns it and checks it.
Changed
Patterplay 0.14.0 runs the play window: one property registry per game, shared with the Storylet
Engine, and the new save format.
The play window says why it cannot play a line that names @story undeclared, and how to fix it.
It runs Patter on its own, so it cannot supply another engine's values; the engine now refuses such a
scene as it opens rather than quietly reading false. Declare @story under World properties, with the
properties you read, and the play window backs it with their defaults.
Fixed
The problems bar keeps clear of the live-link chip. With a game connected, the chip in the bottom
right corner was drawn over the end of the problems bar, covering a long message and, when the problem
had one, its fix button. The chip now says how much of the corner it takes, and the bar stops short of
it.