![]() ![]() If the matching path has a component with a static method of ‘needs’ (as in needs data. Note: the getMatch function isn’t very sophisticated - i expect i could be improved somewhat to match multiple paths or nested paths etc // middleware/set-router-context.js feel free to come up with a better name!) then i use the store to dispatch the method. ((need) => needs.push(dispatch(need(match.params))))Īwait getData(store.dispatch, ctx.request) ![]() I don’t think it’ll be final solution, but its a direct translation from how i was handling it in react-router v2.For that, you have our most sincere and humble apologies. It’s been a longer road to Beta 1 than we expected it would be last year. Work on a “storified” version of this document from the perspective of our Backers.Once that document is complete, we will reveal it serially to our Backers on our website. Create a redacted version of this document for our Backers to read.In the coming weeks, I’ll do two more things: This document is now the official guide for us for Beta 1. I’ve kept the older doc up in the previous location so we can always reference it, as well as the comments we all made there. Like our game, this document is what it is thanks to all of us working together. Finally, to those who spent a lot of time in the comment section of this document: Once it went to the whole team, you folks did a really great job as well, and I appreciate it. I also want to thank those folks who spent a lot of time on what I wrote before the document went to the whole team, suggesting, commenting, questioning, filling in gaps, etc. ![]() I just want to say thank you to all the people at CSE who read the document. After all, nobody is perfect, right? Thank You to CSE! We talk, exchange ideas, disagree, argue, and-almost all the time-it is done professionally and respectfully. This is what I said to the team after we finished our work on the document. My absence has been a mixture of bad timing, work, and a number of “life happens” stuff.Overview of Beta 1 Features, Systems, and more! Camelot unchained open beta update# I wanted to show you folks as much of the “official” document as I could without editing. Jacobs ends the newsletter on a note of staunch support despite some missed developer streams and updates: “ I hope that this update and future ones show you that our commitment to CU hasn’t wavered even if I haven’t been 'front and center' over the last few months. The remainder of the update focuses on concept art surrounding weaponry and artifacts, statues, and animations. NET code which is more robust for their purposes. Most everything else listed, including launcher improvements, animation improvements and NPC enhancements are still a work in progress, save for the removal of some older code from a third-party control suite, which in turn will allow the team to utilize. – Mark Jacobs, CEO/Creative Director, Camelot Unchained Newsletter Now, after a lot of work (for a game like CU, it’s not as easy as just dropping the code onto another server), we’re ready to have a weekend test on one based in Germany! This falls under the category of “things we could have done later” but I wanted to do it now, so we could have it ready for the upcoming summer.” “I’ve been talking about opening up a European server for quite some time. The team appears to have prioritized the creation of the new shard in preparation for the summer testing sessions: The first thing listed was the European Shard named Esclabor, which runs off a google instance located in Europe.įor those that have been paying attention, the EU Shard was mentioned as a work in progress for March, though it wasn’t listed previously this year.
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