edited December 2015 in Announcements
ORK Framework 2.6.0 is here: release notes


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The next big update for ORK will be out before Christmas - it may not be as big feature-wise, but it has a lot of under the hood improvements, bringing a huge performance boost.
  • Performance Improvement
    How much this improves for your project depends on your use of ORK's features.
    Generally, this will improve garbage collection allocation and calculation times (ms) of ORK. In my tests (100 global events checking and changing game variables each frame) this reduced the GC allocation by 98 % (to practically nothing) and the calculation time by arond 55 %.
  • New UI Performance Improvmenet
    There's also a improvement when using the new UI - through reusing already created UI elements (i.e. pooling) it's now a little bit less expensive when the UI is updated or displaying a new box.
    Due to the nature of Unity's new UI (because everything is a game object with components), there are still short performance reductions when a new box is displayed, but not as bad as previously.
  • Damage Types
    You can now define a Block animation type to automatically play when a combatant blocks an ability (similar to evading it).
    Also, the different animation type settings are now optional - the damage, critical damage and evade types are enabled by default, the block type is disabled by default.
  • Battle Menus
    You can now optionally reset the selection each time a new menu box is displayed, i.e. the selection will automatically reset to the first choice/button when going into a sub-menu or going back.
  • Combatant Selections
    You can now optionally remember the selection in combatant selections (e.g. when selecting a menu user before opening a menu screen).
  • Event System: Dialogue Steps
    When not displaying the speaker's name, you can now define an optional title that'll be displayed in name box of the GUI box. If a speaker is used, you can use the %n text code to add the name of the speaker to the text.
  • Console, Status Effects
    Auto status effects (e.g. from equipment) will no longer display a reapply message in the console - this flooded the console with reapply messages.
  • Event System: Dialogue Steps
    The new Queued Notification dialogue type will display auto-close messages in queues (e.g. like inventory notifications). I.e. a queued notification will be displayed after all previous notifications of the queue have been closed (showing 1 notification at a time).
    You can separate queues by using different queue keys, pretty much a custom notification system.
    Don't confuse that with the flying-text notifications (like damage/refresh texts).
  • Event System: Base Steps
    Clearing out menu screens when closing them with the Close Menu Screen step is now optional (and by default enabled).
    If a menu screen is cleared before closing, it wont notify the menu screens and events that opened it in the first place. Until now this was done to prevent a menu screen to open it's parent screen (e.g. when called from an overview menu screen), but if that's a wanted behaviour, you can do that now :)
  • Formulas: Combatant Steps
    The new Random Status Value step will use a random value between 2 status values of combatants (can also be different combatants).
  • Formulas: Value Steps
    You can now optionally use the value of the Random Value step as an integer instead of a float.
  • GUI Box: Tabs
    The content bounds of (displaying text and choices) will now automatically adjust when tabs are displayed to prevent them from overlapping.
  • Event Editor
    The event steps have been reorganized and grouped together in sub-categories (similar to how they're organized in Makinom. E.g. you can now find all combatant related steps (status, inventory, ability, etc.) in the Combatant sub-category.
    You might need some time to get adjusted to this after all those years, but it's now a lot easier to find the step you're looking for :)
  • Menu Screens
    All menu parts displaying types (e.g. inventory, ability, ability tree, bestiary, etc.) can now optionally add an All type to the type list.
    The All type will display all available items/abilities/etc.
  • Save Game Menu
    The new Exit After Save option will exit the game to the main menu scene after the player saved the game. Can optionally also display the Exit Question dialogue (set up in the main menu settings).
  • Weapons, Armors
    The new Block Equipment Viewer options allows blocking the equipment viewer of defined equipment parts (like blocking other equipment parts from equipping something).
    A blocked equipment viewer on an equipment part will prevent the Equipment Viewer component using that part from displaying it's equipment.
    You can use this to e.g. add cosmetic/fashion equipment.
  • Event System: Equipment
    The new Change Blocked Viewer step allows blocking or unblocking equipment viewers on equipment parts.
  • Event System: Game
    The new Exit Game step will exit the game to the main menu scene.
  • Items: Equipment Part Changes
    You can now either change equipment parts as Additional Parts, Blocked Parts or Blocked Viewers.
    Post edited by gamingislove on
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