v2 - Release Notes
- Fix and issue that caused a crash if RECENT FILE PATH exists in environment and is empty
- Add support for copying out pre-compiled binaries to hadean clusters to allow dynamic linking by use of the new --library-folders <folder1;folder2> flag to aether run.
- Muxer is now able to connect to non-aether simulations allowing it to be used with other gaming engines such as unreal / unity etc
- Fix to aether new CLI command for generating a bare bones aether simulation from template
- Error message cleanup
- Ability to reference a cluster by name as well as cluster key
- Support the use of Amazon AWS cloud for clusters
- Aether Hunt 2 mysterious crash on connection error downloading terrain
- The aether new command now works when the VM isn't installed.
- Logs are now correctly returned on first run of a simulation on a v2.5.0 cluster.
- Field-of-view headers are now correctly included.
- Using the
--x-compile
without the build tools installed now reports an error. - Cross compiled builds now start correctly under v2.3.0
- The Grafana dashboard for metrics will now identify machines by application, letting you know whether the machine is running Aether Engine, Muxer or a combination.
- Updated the version of Terraform required for the provisioning scripts to 0.14
- Errors in the formatting of events in logging have been corrected.
- The asset loader now only downloads each HTTP resource once.
- Provisioning now works when the rclone.org service is unavailable.
You can now define a region of interest for messages between entities in your simulation. The Field of View interface lets you specify which entities can see each other by defining the shape and size of a region. Read the documentation for a thorough introduction.
- You can now reference your clusters by name from the CLI, meaning you don't have to use the cluster key. You can find the names of your clusters on the Hadean Portal.
- Create new projects from Visual Studio. The Visual Studio Extension now includes an Aether Engine project template that lets you create new Aether Engine projects directly from the Visual Studio "Create new project" dialog.
- Better Visual Studio build experience. You can now use the Visual Studio UI to build Aether Engine projects created via Visual Studio. These new projects use CMake and build locally.
- Build errors that would cause
aether run
to fail are now visible in the build CLI output. - The Visual Studio extension correctly installs and runs.
- First time Aether Engine runs on remote clusters now work without reporting an error.
- The name of a cluster can now be used on CLI commands that accept a
--cluster
argument. - CPU and RAM allocation per worker can now be set in user config. This is a change to the previous method, see the documentation for details.
- First run on a newly provisioned cluster no longer fails.
- A new CLI command,
--log-size-limit
to limit the size of log files. Logs won't use any more space than you specify. When the limit is reached, older logs will be overwritten.
- Removed references to deprecated morton codes from Aether Hunt 2 documentation.
--resize-logs
flag foraether run
now fails with an informative message when argument is invalid.
Spatial Messaging now lets you target messages by defining volumes. See the guide for a walkthrough.
- We've improved the startup time for locally running Aether Engine simulations.
- We've moved the API away from requiring Morton codes. You can now directly use cartesian co-ordinates in the API.
- default_aabb and default_agent_center have been deprecated
- Simulations now start correctly on clusters with more than 10 machines.
- Message size limits added to documentation.
aether run --detached
now works correctly.aether run
will now fail with an error message if executed against a cluster that is provisioning.- Preprocessor directive WITHOUT_HADEAN_LOGGING no longer causes compile errors
- When using fallback directories, processes no longer crash.
- list-paused-process now correcly lists processes when hadean::stop is used
Last modified 1yr ago