0.2 Patch Notes

February 25th 2024

Intro

We are pleased to announce that the first update for GD-Sync is now available for download from the Godot Asset Library. Version 0.2 enhances stability and usability with bug fixes and adds a new feature based on user feedback.

Bug Fixes

Following the initial release, we addressed various issues reported by our users:

  • API Key Recognition: Post-launch, it came to our attention that some users were facing challenges with API keys not being properly recognized after their generation. A swift patch was deployed to address this, followed by the implementation of a more stable solution in version 0.2 to prevent future occurrences.
  • Sync Var: Another critical fix in this update relates to the GDSync.sync_var() function. Feedback pointed out its non-functional state, which has been fixed in this patch.
  • Ownership System: There were two major issues relating to the GD-Sync Node ownership system. The first was that GDSync.get_gdsync_owner() was not returning anything, thus making it impossible to see who has ownership over a Node. This issue has been resolved and it is now returning proper values. The second issue was related to switching scenes right after joining a lobby, where Node ownership wasn't set when _ready() was called in the newly instantiated scene. The plugin now ensures Node ownership is set correctly before _ready() is called during scene switches.
  • Node Instantiator: There was a bug in the inspector for the Node Instantiator, leaving you unable to specify a spawn location. This has now been resolved.
  • Node Deletion: A problem relating to the plugins internal string caching system caused remote function calls to not arrive in specific scenarios. This mostly happened when remotely deleting Nodes and has now been fixed.

Improvements & Additions

We've added a new function, GDSync.get_sender_id(), in response to user requests. This function allows you to see which client a remote function call originated from. By default this functionality is disabled. It can be enabled through the GD-Sync configuration menu, right in the engine. Enabling this will slightly increase data usage, as the sender ID has to be appended to each remote function call.

The documentation page has been updated to reflect these changes. We've also improved the documentation for clarity based on user feedback.

Upgrading

Upgrading to version 0.2 can be done by deleting the plugin from your project and then re-installing it through the Godot Asset Library. It is also possible to download the plugin directly from our GitHub.

Looking Forward

The addition of GDSync.get_sender_id() and the resolution of early bugs are steps in our ongoing effort to refine GD-Sync based on user feedback and needs.

For feature requests or bug reports, please visit our support page!

Thank you for using GD-Sync. Your feedback is crucial to our continuous improvement.

Have a question for us?

Send us a message and we'll be in touch.

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