1.7.28 (build 21342, api 8, 2023-09-13)
- Renamed Console to DevConsole, and added an option under advanced settings to
always show a 'dev' button onscreen which can be used to toggle it. The
backtick key still works also for anyone with a keyboard. I plan to add more
functionality besides just the Python console to the dev-console, and perhaps
improve the Python console a bit too (add support for on-screen keyboards,
- The in-app Python console text is now sized up on phone and tablet devices,
and is generally a bit larger everywhere.
- Cleaned up onscreen keyboard support and generalized it to make it possible to
support other things besides widgets and to make it easier to implement on
- Added onscreen keyboard support to the in-app Python console and added an Exec
button to allow execing it without a return key on a keyboard. The cloud
console is probably still a better way to go for most people but this makes at
least simple things possible without an internet connection for most Android
- Pressing esc when the DevConsole is in its small form now dismisses it
instead of toggling it to its large form.
- Added some high level functionality for copying and deleting feature-sets to
spinoff tool. For example, to create your own
poo feature-set based on
template_fs one, do
tools/spinoff fset-copy template_fs poo.
make update and
make cmake to build and run the app, and from
within it you should be able to do
import bapoo to get at your nice shiny
poo feature-set. When you are done playing around, you can do
fset-delete poo to blow away any traces of it.
- Public builds now properly reconstruct the CMakeLists.txt file for project
- Efrocache now supports a starter-archive when building server builds. This
means that if you do something like
make clean; make
prefab-server-release-build you should see just a few file downloads
happening instead of the hundreds that would happen before, which should be
significantly faster & more efficient.
- Updated internal Python builds for Apple & iOS to 3.11.5, and updated a few
dependent libraries as well (OpenSSL bumped from 3.0.8 to 3.0.10, etc.).
- Cleaned up the
babase.quit() mechanism. The default for the 'soft' arg is
now true, so a vanilla
babase.quit() should now be a good citizen on mobile
platforms. Also added the
g_base->QuitApp() call which gives the C++ layer
a high level equivalent to the Python call.
- (build 21326) Fixed an uninitialized variable that could cause V1 networking
to fail in some builds/runs (thanks Rikko for the heads-up).
- (build 21327) Fixed an issue that could cause the app to pause for 3 seconds
1.7.27 (build 21282, api 8, 2023-08-30)
- Fixed a rare crash that could occur if the app shuts down while a background
thread is making a web request. The app will now try to wait for any such
attempts to complete.
- Fixed a bug where PlayerSpaz used
bs.time() should have
been used (thanks EraOSBeta!).
babase.app.env which is a type-friendly object containing various
environment/runtime values. Values directly under
app such as
babase.app.debug_build will either be consolidated here or moved to classic
if they are considered deprecated.
- Started using Python's
warnings module to announce deprecations, and turned
on deprecation warnings for the release build (by default in Python they are
mostly only on for debug builds). This way, when making minor changes, I can
keep old code paths intact for a few versions and warn modders that they
should transition to new code paths before the old ones disappear. I'd prefer
to avoid incrementing api-version again if at all possible since that is such
a dramatic event, so this alternative will hopefully allow gently evolving
some things without too much breakage.
- Following up on the above two entries, several attributes under
have been relocated to
babase.app.env and the originals have been given
deprecation warnings and will disappear sometime soon. This includes
- Reverting the Android keyboard changes from 1.7.26, as I've received a few
reports of bluetooth game controllers now thinking they are keyboards. I'm
thinking I'll have to bite the bullet and implement something that asks the
user what the thing is to solve cases like that.
- Added tags allowing easily stripping code out of spinoff projects when a
specific feature-set is not present. For example, to strip lines out when
feature-set 'foo' is not present, surround them by lines containing
1.7.26 (build 21259, api 8, 2023-08-29)
- Android should now be better at detecting hardware keyboards (you will see
'Configure Keyboard' and 'Configure Keyboard P2' buttons under
Settings->Controllers if a hardware keyboard is detected). It can be a bit
tricky distinguishing between gamepad type devices and keyboards on Android,
so please holler if you have a gamepad that now suddenly thinks it is a
keyboard or anything like that.
- Various general improvements to the pcommand (project command) system.
- Modules containing pcommand functions are now named with an 's' - so
pcommands.py instead of
pcommand.py in efrotools is now
solely related to the functioning of the pcommand system.
- Implemented the
pcommandbatch system, which is a way to run pcommands using
a simple local server/client architecture, and set up key build targets to use
that by default instead of regular pcommand. In some cases, such as when
assembling build assets, this can speed things up by 5x or so. Run
pcommandbatch_speed_test to see what the theoretical biggest speedup is on
your system. If you run into any problems that seem to be related to this, you
can disable it by setting env var
BA_PCOMMANDBATCH_DISABLE=1 which will
cause everything to go use regular old pcommand. See docs in
tools/efrotools/pcommandbatch.py for more info.
- Renamed the various
App C++ classes to
AppAdapter which better represents
their current intended role. They are not a general interface to app
functionality, but rather adapt the app to a particular paradigm or api (VR,
Headless, SDL GUI, etc.). Also am trying to move any functionality out of
those classes that does not fit that definition.
- Started cleaning up the app shutdown process. This will allow the app to
gracefully run tasks such as syncing account data to the cloud or disk or
properly closing the audio system when shutting down. It also means there
should be more consistent use of the 'Quit?' confirm window. Please holler if
you see any odd behavior when trying to quit the app.
- Unix TERM signal now triggers graceful app shutdown.
app.add_shutdown_task() to register coroutines to be run as part of
app.iircade_mode. RIP iiRcade :(.
AppState.NOT_RUNNING, added a
AppState.NATIVE_BOOTSTRAPPING, and changed
AppState.INITING. These better describe what the app is actually doing while
in those states.
1.7.25 (build 21211, api 8, 2023-08-03)
- Fixed an issue where the main thread was holding the Python GIL by default in
monolithic builds with environment-managed event loops. This theoretically
could have lead to stuttery performance in the Android or Mac builds.
- Did a bit of cleanup on
baenv.py in preparation for some additional setup it
will soon be doing to give users more control over logging.
efrotools are now
setprojectconfig (to reflect the file name changes that happened in 1.7.20).
- The efrocache system (how assets and prebuilt binaries are downloaded during
builds) now uses a
efrocache_repository_url value in
config/projectconfig.json instead of being hard-coded to my server. This
makes it possible to theoretically set up mirror servers. I currently keep the
cache pruned to the last few months worth of files but theoretically someone
could set up a server that never gets pruned and contains all history from now
until forever. Efrocache is basically just a big pile of files organized by
their hashes (see
tools/efrotools/efrocache.py for details).
- On a related note, the .efrocachemap file now just contains hashes instead of
full urls per file (which were based on those hashes anyway).
- The default efrocache file location is now
.cache/efrocache instead of
.efrocache. Feel free to blow away any
.efrocache dir if you still have
one (or move it to the new path to avoid having to download things again).
- It is now possible to set an
EFROCACHE_DIR env var to tell efrocache to
store its local files somewhere besides the per-project default of
.cache/efrocache. This can save a lot of download time if you want to share
it between multiple repos or are doing full cleans/rebuilds a lot (if it is
outside the project dir it won't get blown away during cleans). Efrocache dirs
are universal (again its just a big pile of files organized by hash) so there
should be no issues sharing cache dirs. Another nice side effect of
maintaining a single local efrocache dir is that anything you've ever built
will still be buildable; otherwise if your build tries to download very old
cache files they may no longer be available on my efrocache server.
- Hardened efrocache code a bit so that failures during downloads or
decompresses are less likely to leave problematic half-made stuff lying
around. Namely, things are now always downloaded or decompressed into temp
dirs and only moved into their final locations once that completes
successfully. Its extra important to be safe now that its possible to share
local efrocache dirs between projects or otherwise keep them around longer.
- Experimenting a bit with adding support for
Pyright type-checking. This could
theoretically allow for a really great interactive Python environment in
Visual Studio Code (and potentially other editors), so am seeing if it is
worth officially supporting in addition to or as a replacement for Mypy. See
1.7.24 (build 21199, api 8, 2023-07-27)
- Fixed an issue where respawn icons could disappear in epic mode (Thanks for
the heads-up Rikko!)
BA_ENABLE_IRONY_BUILD_DB optional build env-var is now
BA_ENABLE_COMPILE_COMMANDS_DB since this same functionality can be used by
clangd or other tools. Originally I was using it for Irony for Emacs; hence
the old name.
- Due to the cleanup done in 1.7.20, it is now possible to build and run
Ballistica as a 'pure' Python app consisting of binary Python modules loaded
by a standard Python interpreter. This new build style is referred to as
'modular'. The traditional form of the app, where we bootstrap Python
ourselves inside a standalone binary, is called 'monolithic'. To build and run
Ballistica in modular form, you can do
make cmake-modular or
cmake-modular-server. This should make it easier to use certain things like
Python debuggers with Ballistica. While I expect most builds of the engine to
remain monolithic, this may become the default for certain situations such as
server builds or possibly Linux builds if it seems beneficial. We'll see.
Modular mode should work on Linux and Mac currently; other platforms remain
monolithic-only for now.
- Changed builds such as
cmake-server to be more like the new
cmake-monolithic-* builds; there is now a
staged dir that built binaries
are symlinked into instead of just dumping a
ba_data into the cmake build
dir. This keeps things a bit cleaner with fewer build-related files
interspersed with the stuff that Ballistica expects to be there at runtime.
This also allows an elegant
-dist flag to be used with the staging command
to copy files instead of symlinking them.
- Changed path wrangling a bit in baenv.py. All ballistica Python paths
(including python-site-packages) are now placed before any other existing
Python paths. This should provide a more consistent environment and means
Ballistica will always use its own version of things like yaml or certifi or
typing_extensions instead of ones the user has installed via pip. Holler if
you run into any problems because of this and we can make an option to use the
old behavior where Ballistica's app and site paths get placed at the end.
- It is now possible to manually run the app loop even on monolithic builds;
PYTHONPATH=ba_data/python ./ballisticacore -c "import baenv;
baenv.configure(); import babase; babase.app.run()". This is basically the
same thing modular builds are doing except that they use a regular Python
interpreter instead of the bombsquad binary.
- Cleaned up the
tools/pcommand stage_assets command. It now always expects a
-release arg. So old commands such as
stage_assets -win-Win32-Debug . now look like
-win-Win32 -debug .. Please holler if you run into any broken asset-staging
calls in the Makefile/etc.
FeatureSet.has_native_python_module has been renamed to
FeatureSet.has_python_binary_module to be more consistently with related
stage_build and the module it lives in from
assetstaging to simply
staging. The staging stuff now covers more things
than simply asset files so this is a more accurate name.
babase.fatal_error(). Mod code should generally never use this, but it
can be useful for core engine code to directly and clearly point out problems
that cannot be recovered from (Exceptions in such cases can tend to be
'handled' which leads to a broken or crashing app).
1.7.23 (build 21178, api 8, 2023-07-19)
- Network security improvements. (Thanks Dliwk!)
- You can now double click a chat message to copy it. (Thanks Vishal332008!)
- Android's audio library has been updated to the latest version (and is now
much easier for me to keep up to date). Please holler if you run into anything
wonky related to audio.
- Updated our C json handling code to the latest version of cJSON. Should fix
some potential vulnerabilities.
1.7.22 (build 21165, api 8, 2023-07-11)
- Fixed a very rare race condition when launching threads or sending synchronous
cross-thread messages. This was manifesting as one out of several thousand
server launches hanging.
- Changed health box from a red cross to a green cross (turns out games aren't
supposed to use red crosses for health for legal reasons).
- Cleaned up how Android sets up its OpenGL context; it should be more flexible
with the config formats it allows may might fix rare cases of graphics setup
failing (such as with latest Android emulator for me). Please holler if you
see any graphics wonkiness with this update.
- Added SoK's explodinary icon to the game's custom text drawing because SoK is
- (build 21165) Fixed an issue on Android that could lead to crashes if device
events occurred very early at launch (button presses, joystick movement, etc.)
1.7.21 (build 21152, api 8, 2023-06-27)
- Fixed an issue where server builds would not always include collision meshes.
- Upgraded Python to 3.11.4 on Android builds.
- Cleaned up the language subsystem and the process for applying app-config
changes a bit. Please holler if you see weirdness in either.
- QR code textures now have a soft limit of 64 bytes for their addresses.
Warnings will be given for longer addresses up to 96 bytes at which point qr
code creation will fail. This should keep the images reasonably readable and
avoids a crash that could occur when more data was provided than could
physically fit in the qr code.
PotentialPlugin has been renamed to
PluginSpec and the list of them
- Added a simpler warning message when plugins are found that need to be updated
for the new api version.
- Previously, the app would only check api version on plugins when initially
registering them. This meant that once a plugin was enabled, the app would
always try to load it even if api version stopped matching. This has been
corrected; now if the api version doesn't match it will never be loaded.
- Fixed an error where plugins nested more than one level such as
mypackage.myplugin.MyPlugin would fail to load.
- Removed the
display_name attr from the
PluginSpec class, as it was simply
class_path. It seems that referring to plugins simply by their
class-paths is a reasonable system for now.
plugin attrs to the
PluginSpec class. This should make it easier to interact with the overall
app plugin situation without having to do hacky raw config wrangling.
- Plugins should now show up more sensibly in the plugins UI in some cases. For
example, a plugin which was previously loading but no longer is after an
api-version change will still show up in the list as red instead of not
showing up at all.
1.7.20 (build 21140, api 8, 2023-06-22)
- This seems like a good time for a
refactoring release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be
getting moved or renamed, though their actual functionality should remain
mostly the same. This will allow modders to prepare for some of what is coming
in 1.8 without having to worry about functionality changing also. Hopefully
this will be easier than dumping everything at once when 1.8.0 drops.
- Bumped api-version from 7 to 8. There will be enough breaking changes here
that I think it's a good thing to force modders to explicitly check/update
- Started work on the
ba.app.components subsystem which will be used by
different app-modes, plugins, etc. to override various app functionality.
- Removed telnet support. This never worked great, has been disabled in server
builds for a while now, and cloud console mostly eliminates its use case.
- Added the
baclassic package. As more modern stuff like app-modes,
squads-mode, and scene-versions start to come online, code specific to more
hard-coded classic ways of doing things will get migrated here to keep things
clean and maintainable. Though there are no plans to remove classic
functionality from the game anytime soon, this functionality may become
unavailable in some contexts such as when modding cloud servers.
- Added a
baclassic.ClassicSubsystem singleton accessible as
Various older bits from
ba.app and elsewhere will start to be migrated
there. Note that the value for
ba.app.classic can be None if classic is not
present, so code should try to handle that case cleanly when possible.
- Moved a number of attributes and methods from
This includes things like
ba.app.accounts_v1 is now
ba.app.accounts_v2 is now
ba.app.accounts. Going forward, most all account
functionality should go through this native v2 stuff.
- 'Model' and 'CollideModel' are now known as 'Mesh' and 'CollisionMesh'
respectively. I've been wanting to make this change for a while since that
more accurately describes what is currently stored in a .bob/.cob file. I
would like to reserve the term 'Model' for use in the future; probably for
something that can represent multiple meshes, collision-meshes, shading, etc.
wrapped up into a single unit. To update your code for this change, just
search for all variations of 'model', 'Model', 'collide_model', '
CollideModel', etc. and replace them with the equivalent ' Mesh' or
'CollisionMesh' forms. There should be no remaining uses of 'model' in
ballistica currently so you should be able to track everything down this way.
- Added the
bascenev1 package. Scene-versions are a major upcoming feature in
1.8 which for the first time will allow us to make substantial additions and
changes to low-level game-related types such as nodes, models, and textures
without breaking backwards compatibility. (bascenev2, etc.) The first step of
this process will be to move all existing gameplay types into
instead of looking like:
import ba; ba.newnode(), gameplay code might look
import bascenev1 as bs; bs.newnode() (Wheeee 'bs' is back!).
- Added the
bauiv1 package. This contains all of the existing user-interface
functionality. Similar to
bascenev1, most existing UI code now uses the
import bauiv1 as bui. This versioning will allow us to evolve
nicer UI systems in the future (bauiv2, etc.) while keeping existing UIs
- Many common bits from
ba are now available from
bauiv1.app are the same as
goal is that most gameplay related modules should only need to import
bascenev1 and most UI related modules only
bauiv1 to keep things as simple
as possible. The
ba package is now mainly a common repository of
functionality for these client-facing packages to pull from and should not
often need to be used directly.
- There is no longer a 'ui' context. Previously, lots of common functionality
would differ in behavior when executed under the 'ui' context. For example,
ba.screenmessage() under the 'ui' context would simply print to the local
device's screen, whereas when called under a game hosting context it would
result in messages sent to all game clients. Now, however, there are instead
unique versions for gameplay (
bascenev1.screenmessage()) and ui
bauiv1.screenmessage()). These versions may differ in arguments and
functionality; see docs for details. In general, the
ui versions no longer
care what context they are running under; their results will always just apply
to the local device.
ba.Context class has been reworked a bit and is now
more accurately describe what it actually is. The default constructor
ba.ContextRef()) will grab a reference to the current context. To get a
context-ref pointing to no context, do
ba.ContextRef.empty(). UI stuff
will now insist on being run with no context set. To get references to
Activity/Session contexts, use the context() methods they provide.
- The following have been split into
_bainternal module (the closed source parts of the app) is now the
baplus package. There were too many things with 'internal' in the name and
it was starting to get confusing. Also, the goal is for this to be an optional
thing at some point and I feel 'plus' better fits that role; ' internal'
sounds like something that is always required.
- Added the general concept of 'feature-sets' to the build system. A feature-set
consists of a high level subset of the app source that can be included or
excluded for different builds. The current list of feature-sets is
plus. Tests are being added to ensure that
feature-sets remain cleanly independent of eachother and also that the app can
be built and run without any feature-sets present. Stay tuned for more info
as things evolve, but the general idea is that feature-sets will allow us to
isolate and test new functionality in an efficient way and also will allow
'spinoff' projects to strip out parts of the app they don't need or add in new
custom parts on the top of the base set. Modders interested in ' total
conversions' may want to keep an eye on this.
- There is no longer a standalone
ba.playsound() function. Both ui-sounds (
bauiv1.getsound() and scene-sounds (acquired via
bascenev1.getsound()) now have a play() method on them for this purpose. So
just search for any instances of 'playsound' in your code and change stuff
Playing sounds in timers is now especially nicer looking; instead of
ba.timer(1.0, ba.Call(ba.playsound, my_sound)) you can now simply do
- Since time functionality needs to be split between ui and scene versions
anyway, I'm taking the opportunity to revise ballistica's time concepts. I
revamped these in 1.5, and, after working with them for a few years, I feel
that having a single time(), timer(), and Timer() call with a variety of
arguments influencing behavior is unwieldy, so I'll be splitting things out
into a few separate and simplified versions. Details follow.
- There is now the concept of 'app-time'. This was previously called '
real-time'. It is basically time that has elapsed while the app is actively
running. It never jumps ahead or goes backwards and it stops progressing while
the app is suspended (which is why I feel the term 'real-time' was a bit
ballistica::GetRealTime() in the C++ layer is now
- App-time is now stored internally in microseconds instead of milliseconds, and
there is a
ballistica::GetAppTimeMicrosecs() call to retrieve the full
- A number of calls, including the various time/timer functions listed below,
now always accept time as float seconds and no longer accept a ba.TimeFormat
value to do otherwise. TimeFormat was basically a way to transition elegantly
from milliseconds to seconds everywhere, but it has been long enough now that
we should simplify things. If you are passing
timeformat=ba.TimeFormat.MILLISECONDS anywhere, simply divide your value by
1000 now instead to make it seconds.
- In Python there is now an
apptime() function to get current app-time in
apptimer() function to set a timer based on app-time, and an
AppTimer() class to get an adjustable/cancelable timer. There is also an
AppTime type which is technically just float but which can be used by
type-checkers to keep these time values from being accidentally mixed with
others. All of these are available in
- There is now the concept of
display-time which is a value that progresses
mostly at the same speed as app-time, but in a way that tries to advance at
a constant rate per local frame drawn, which is useful for visual purposes
such as UI animations. Trying to instead use app-time in these situations may
lead to visual jitters since actual times between frame draws may not always
be constant. Display-time avoids this problem, trading off technical time
accuracy for visual smoothness. Be aware that display-time updates may be very
sparse (like 10 per second) if the app is running in headless mode.
- There is now a
displaytime() function to get current display-time in
displaytimer() function to set a timer based on display-time, and
DisplayTimer() class for an adjustable timer.
DisplayTime is the custom
type for these time values (though again, outside of the type-checker it is
simply a float).
- Within scenes, there is the concept of 'scene-time' or simply just 'time'.
This was previously called 'sim-time' and is the default time value that most
gameplay code should deal with. When speeding up or slowing down or pausing a
game, it is the rate of scene-time progression that is actually changing.
bascenev1.time() function now gets the current scene-time in seconds,
bascenev1.timer() function sets a timer based on scene-time, and
bascenev1.Timer() class gives an adjustable timer.
bascenev1.Time is the
custom type for these time values (though again, outside of the type-checker,
it is simply a float). These names are the same as ballistica's previous
unified time calls, but they no longer have the options to return values in
milliseconds or operate on other time types. Just do
int(bs.time() * 1000)
if you need milliseconds.
- The 'base-time' concept within scenes remains. Base-time can be thought of as
a metronome - it progresses constantly for a scene even if the scene is paused
or sped up or slowed down. Some factors, however, can still cause it to speed
up or slow down, including changing playback rate in a replay or excess cpu
load causing it to progress slower than normal.
- There is now a
bascenev1.basetime() function to get the current base-time in
bascenev1.basetimer() call to set a timer using base-time, and a
bascenev1.BaseTimer class for an adjustable timer.
the custom type for these values, though again it is simply a float outside of
the type checker.
- Reworked frame scheduling to be much more general and no longer assume 60fps (
basically using the new 'display-time' concept). The engine should now be
better at maintaining smooth looking animation at other frame-rates. Please
holler if you see otherwise. Note this doesn't affect the issue where pure SDL
builds like PC/Linux are locked to 60fps; that's a separate thing.
- You can set env-var
BA_DEBUG_LOG_DISPLAY_TIME=1 to get display-time stat
logs to make sure things are working smoothly on your setup.
- The engine no longer requires that ba_data and other required files exist in
the current working dir. This assumption meant the engine would at some point
chdir() to where those files live, which felt dirty and complicated passing
command line args or using ballistica functionality as part of scripts. There
ba.app.data_directory which shows where the app is looking for its
stuff. It is also now possible to specify this directory on the command-line
-d. Note that some platforms/setups may choose to
chdir() to that dir before spinning up the engine (to get clean relative
paths in stack traces/etc.), but the engine itself no longer forces this.
-cfgdir command-line arg has been renamed to be either
-exec command-line arg has been renamed to be either
- Added a command arg accessible via
-c. Unlike the exec arg
which runs as part of the app event loop, this command runs instead of the
normal event loop. It can be thought of as analogous to the
-c arg for the
Python interpreter. This provides a clean way to do things like introspect
ballistica's binary modules without having to worry about data files being
present or about exiting the app after the command runs. The app simply
bootstraps its Python interpreter, runs this command, and then exits.
- Moved bootstrapping code from a few different places such as ba._bootstrap to
baenv module. Calling
baenv.configure() will set up various
Python things such as script paths, logging, stdout redirection, and signal
handling. Default runs of the app will do this as the very first thing, but it
will also be possible to skip this and use ballistica functionality in a more
'vanilla' Python environment. Running ballistica in the following way should
be essentially the same as a 'default' run:
./bombsquad -c 'import baenv; baenv.configure(); import ba;
- Related to the above, it is now possible for
ba.app.python_directory_app_site to be
None if ballistica is being run in a non-standard environment setup. Just
something to watch out for.
ba module is no longer imported by default. Since most modding will go
through other modules now such as
bauiv1 it seemed odd to be
- Starting to move the 'spinoff' system into the public repo (things like
tools/spinoff and tools/batools/spinoff). This is what will be used to make
filtered standalone versions of ballistica. More on this soon.
ba module is now called
babase and is now just a feature-set like any
other, which simplifies a lot of project logic. It can even be removed from
spinoff projects, though in practice it makes little sense to do so.
- Python dummy-modules are now always generated on an as-needed basis (when
running things like
make mypy) and live in build/dummymodules instead of
under assets src.
- Added a help command accessible via '--help' or '-h'. Prints available command
- Mods dir can now be overridden via '--mods-dir' or '-m' command line args.
- Ballistica has been updated to use Python 3.11 (with all bundled Python
versions set to 3.11.3).
- Cleaned up bundled Python builds a bit; they now include a number of
previously-not-included modules such as the rather tricky to compile 'ctypes'.
Also some modules that relied on native parts that we are not building have
been filtered out. If you come across any bundled modules that don't import or
there are any standard modules that you would like to have which are currently
excluded, please holler.
- Fixes an issue where holding a key while bringing up the chat window could
leave the player moving in the same direction.
- The ballistica project config file has been renamed from 'config/config.json'
to 'config/projectconfig.json'. There's a fair amount of other stuff in the
config dir these days so this helps keep things clear.
- The resources directory is now 'src/resources' (though this is mostly not
present in the public repo as of yet, but it should appear at some point).
- Similarly, the assets directory is now 'src/assets' and assets get built to '
build/assets'. This simplifies a lot of project logic in terms of which files
get blown away during cleans, which get ignored by syncs, etc. (a single big
src and build dir is simpler than lots of little ones).
- Shortened some names for meta-generated sources. Something like '
ballistica/generated/python_embedded/foo.inc' might now look more like '
ballistica/mgen/pyembed/foo.inc'. Some include paths were starting to get
ridiculously long so this will save a bit of space, especially as
meta-generated code is set to become a bigger deal soon.
- Renamed BallisticaCore to BombSquad. This is simply the default project
name and is replaced by an actual project name such as 'BombSquad' in spun-off
projects. Because there is now a 'core' feature set, this name was feeling a
bit ambiguous. I also feel 'core' sounds like a small subset of a project and
'kit' more accurately sounds like the entirety of a project. Also, in the
future, the default BombSquad app may be expanded with editing
functionality and I feel the name 'Kit' fits better for something used that
way than 'Core' does.
bombsquad_internal precompiled library has been renamed to
ballistica_plus. This name better describes what it actually is (basically
precompiled native portion of the
plus feature set). Also by removing the
'kit' from the end it will no longer be renamed in spinoff projects, meaning
we should be able to recycle the same built libraries in those cases.
- Moved the
ba*.app.accounts subsystem to
ba*.app.plus.accounts. This is a
little more verbose but is cleaner in a way since that functionality is part
of plus and is not available when plus is missing. So now there's
ba*.app.classic.accounts for v1 stuff and
ba*.app.plus.accounts for v2
- For similar reasons, moved the
ba*.app.cloud subsystem to
- The big single ballistica standard library Python package containing all the
built in games, actors, windows, etc. (bastd) has been split out into parts
associated with bascenev1 (bascenev1lib) and bauiv1 (bauiv1lib). This way,
when bascenev2 comes along, it can have its own unique associated library of
stuff (bascenev2lib). To upgrade existing code, go through and replace
bauiv1lib and all other instances of
bascenev1lib. That should mostly do it. Random tip: check out the
tools/pcommand mypy_files as a handy tool to help get your mods updated.
- (build 21057) Fixed an issue with news items erroring on the main menu (thanks
for the heads up Rikko)
- (build 21059) Fixed an issue where trying to add a new playlist would error (
thanks for the heads up SEBASTIAN2059)
- (build 21059) Fixed meta scanning which was coming up empty. Note that games
must now tag themselves via
ba_meta export bascenev1.GameActivity instead of
ba_meta export game to be discovered. Warnings will be issued if the old tag
form is found. This is necessary because there will be totally different
concepts of game-activities/etc. in future scene versions so we need to use
exact class names instead of the 'game' shortcut.
- (build 21060) Fixed a bug where epic mode was not in slow motion (but sounds
still were hehehehe).
- (build 21062) The audio server no longer stops all playing sounds when it is
reset. This behavior was intended to keep game sounds from 'bleeding' out into
the main menu, but with app-mode-switches now causing resets just after launch
it is making some early UI sounds (such as the 'power-down' sound if a plugin
disappears) sound cut-off and broken. Please holler if you notice any sounds
that get 'stuck' playing after games/etc.
- (build 21063) Improved error handling when loading plugins. If plugin code
encountered a ModuleNotFound error while executing, it was being incorrectly
reported that the plugin itself had disappeared, when actually it was just a
problem within the plugin's code. This is now correctly handled and reported.
Which is good because this situation will come up a lot for people upgrading
old plugins which reference 'ba' and other modules that no longer exist.
- (build 21064) Fixed an issue where the menu button wasn't clickable in-game
(thanks for the heads up Irvin).
- (build 21067) Fixed timing bugs in MeteorShower and a few other places caused
by incorrect use of
bs.time() should have been used
(thanks for the heads- up SEBASTIAN2059)
- (build 21070) Fixed an issue where teams series would incorrectly end after 1
round (thanks for the heads up SEBASTIAN2059)
- (build 21072) Fixed a crash drawing a terrain node with no texture set.
- (build 21073) Stack traces are now implemented under windows so should show up
for fatal errors and whatnot. Also fatal error logging now mentions when stack
traces are not available.
- (build 21074) Added
babase.native_stack_trace() to fetch native stack traces
- (build 21076) Hopefully fixed a 'file in use' error for
windows. Please holler if you are still seeing this. This file gets written
for debugging whenever the logic thread remains unresponsive for several
- (build 21078) Custom system scripts dirs works again (complete copies of app
system scripts living in your mods directory under
Tools for creating/destroying these setups are now at
had been placed under bauiv1 but that was just silly).
- (build 21080) Fixed an issue where the touch screen controller arrow on
Android would not show correctly under the player.
- (build 21084) Plugin UI now has a categories dropdown for showing only enabled
or disabled plugins (Thanks vishal332008!)
- (build 21095) Fixed an issue where certain buttons such as map selection
would draw incorrectly.
- (build 21106) Fixed an issue where in-game ping would always display green no
matter how bad the ping was.
- (build 21107) Upped internal display-timer resolution from milliseconds to
- (build 21107) Finished implementing new scheduling system for headless mode.
This should fix the issue where 1.7.20 servers would have 100ms of lag by
default. Server performance should now be equal to or better than 1.7.19.
Please holler if not.
- (build 21111) Fixed a server crash when an individual client player leaves the
game but doesn't disconnect from the server.
- (build 21113) Linux builds now use the '-rdynamic' flag which means stack
traces we capture in the engine are more readable; they at least show mangled
c++ symbols instead of just addresses.
- (build 21114) Fixed a bug where new chat messages would not properly appear in
the chat window while it is open. (Thanks for the heads-up SatSriyakaal!)
- (build 21117) Now bundling .pdb files with windows test builds. This adds a
few megs but allows us to log nice full stack traces instead of just
print(_babase.native_stack_trace()) if you want to make sure
- (build 21118) Fixed an issue where certain messages such as player-left
weren't being send to clients.
- (build 21118) Renamed
bascenev1.broadcastmessage() to make it more clear that it behaves
differently (sending messages to all connected clients instead of just the
local screen). There is still a
bascenev1.screenmessage() but that is now
the same local-only version available in babase. Added a temporary warning if
calling screenmessage() in a situation that in previous versions would have
done a broadcast.
- (build 21121) The old app
user_agent_string which was very ugly and
cluttered and nonstandard has been renamed to
newer simpler one is now available from
babase.user_agent_string(). It looks
Ballistica/1.7.20. If OS version or platform or whatever else needs to
be communicated to a server, it should be passed explicitly as extra data.
- (build 21124) Changed debug-prints for connectivity and v2-transport stuff to
use log calls instead of prints. The environment vars to enable them are now
BA_DEBUG_LOG_V2_TRANSPORT. Set either to '1'
to enable debug logging.
- (build 21125) Fixed a bug where app-modes would not have their
DoApplyAppConfig callbacks called in C++, which was causing the server-mode
idle_exit_minutes value to be ignored. Servers should now properly exit
after being idle for this length of time.
- (build 21126) Reworked the efrocache system used by public builds for
downloading built assets and binaries. It should now be faster and more
efficient (though I have not tested this). Most importantly, it now supports
spinoff, which means that spinoff projects created from the public github repo
should now build and run. So if you run
make spinoff-test-base and then
build/spinofftest/base, you should be able to do
make cmake from that
spinoff project and get a running app (though it will be just a blank window).
But the app at that point is 100% open source; woohoo!
- (build 20129) Fixed an issue where server builds would not build font assets
(though it would install them if any recent gui builds had built them) which
could lead to obscure crashing.
- (build 21131) Fixed a bug where
incorrectly return False on Android, causing certain things such as the v2
login screen to merely display URLs onscreen and not offer to open them in a
1.7.19 (build 20997, api 7, 2023-01-19)
- Fixes an issue where repeated curses could use incorrect countdown times (
- Last manual party connect port is now saved. Previously, it always assumed the
port to be 43210 (Thanks ritiek!).
- Added a plugin-settings window under the plugins UI which allows
enabling/disabling all plugins and setting whether new plugins are
auto-enabled (Thanks vishal332008!).
- Missing maps are now cleanly filtered out of playlists instead of causing
errors/hangs (Thanks imayushsaini!).
- Added in-game-ping option under advanced settings (Thanks imayushsaini!).
BA_DEVICE_NAME environment variable can now be used to change the name the
local device shows up as. Handy if running multiple servers so you can tell
them apart in cloud-console/etc. (Thanks imayushsaini!).
1.7.18 (build 20989, api 7, 2023-01-16)
- Reworked some low level asynchronous messaging functionality in efro.message
and efro.rpc. Previously these were a little too asynchronous which could
lead to messages being received in a different order than they were sent,
which is not desirable.
- Added a way to suppress 'Your build is outdated' messages at launch ( see
1.7.17 (build 20983, api 7, 2023-01-09)
- V2 accounts now show a 'Unlink Legacy (V1) Accounts' button in account
settings if they have any old V1 links present. This can be used to clear out
old links to replace them with V2 links which work correctly with V2 accounts.
ba.internal.dump_tracebacks() is now
ba.internal.log_dumped_tracebacks() is now
ba.internal.log_dumped_app_state(). This reflects the fact that these calls
may be expanded to include other app state in the future (C++ layer thread
ba.app.health_monitor which will dump app state if the logic thread
ever stops responding for 5+ seconds while the app is running (to help
diagnose deadlock situations).
- Various extra logging and bug fixes related to V2 accounts and master server
communication (trying to get this stuff working as smoothly as possible now
that it is feature-complete).
1.7.16 (build 20969, api 7, 2022-12-18)
- Fixed a bug where profile names encased in curly brackets could cause harmless
- Android will no longer log errors on ba.open_url() calls if a browser is not
available (it still just falls back to the in-app dialog in that case).
- The 'Upgrade' button for device accounts now signs you out and closes the
upgrade window to hopefully make it more clear that you need to sign in with
your newly created/upgraded BombSquad account.
- Fixed a bug where the remote app could not connect for the first 5 seconds
after launching the app.
- Added Malay language. Ick; apparently its been sitting done for a while and I
hadn't realized it wasn't added to the game yet. Apologies!. And thanks to all
- Added 'enable_queue' server config setting. This defaults to True but can be
turned off as a workaround for server owners targeted by queue spam attacks.
- The public party list no longer sorts servers without queues at the end of the
list. This sorting was put there long ago to prioritize fancy new
queue-supporting servers but now it would just make the few that opt out of
queues hard to find. Doh. So opting out of queues is probably not a great idea
until this build is widespread.
- Public uuids now only change once every 6 months or so instead of with every
version bump. This way periods of heavy development won't put added strain on
server owners trying to keep ban lists up to date and whatnot.
- Added a merch button in the in-game store that goes to the ballistica.net
merch page (though it only shows up in the few countries where merch is
1.7.15 (build 20960, api 7, 2022-12-04)
- The cancel button on the 'Sign in with a Bombsquad Account' popup no longer
respond to system cancel buttons (escape key, android back button, etc). Turns
out some Android people were pressing back repeatedly to come back from a
browser after signing in and immediately canceling their sign in attempts in
the game before they completed. Hopefully this will avoid some frustration.
- Fixed an issue where back presses could result in multiple main menu windows
1.7.14 (build 20958, api 7, 2022-12-03)
- Android Google Play logins now provide V2 accounts with access to all V2
features such as a globally-unique account tag, cloud-console, and workspaces.
They should still retain their V1 data as well.
- V2 accounts now have a 'Manage Account' button in the app account window which
will sign you into a browser with your current account.
- Removed Google App Invite functionality which has been deprecated for a while
now. Google Play users can still get tickets by sharing the app via codes (
same as other platforms).
- Updated Android root-detection library to the latest version. Please holler if
you are getting new false 'your device is rooted' errors when trying to play
tournaments or anything like that.
- Removed a few obsolete internal functions:
- Renaming some methods/data to disambiguate 'login' vs 'sign-in', both in the
app and on ballistica.net. Those two terms are somewhat ambiguous and
interchangeable in English and can either be a verb or a noun. I'd like to
keep things clear in Ballistica by always using 'sign-in' for the verb form
and 'login' for the noun. For example: 'You can now sign in to your account
using your Google Play login'.
- Fixed the 'your config is broken' dialog that shows on desktop builds if the
game's config file is corrupt and can't be read. It should let you edit the
config or replace it with a default.
ba.printobjects() is now
ba.ls_objects(). It technically logs and doesn't
print so the former name was a bit misleading.
ba.ls_input_devices() to dump debug info about the current set of
input devices. Can be helpful to diagnose mysterious devices joining games
unintentionally and things like that.
- Added 'raw' bool arg to
ba.pushcall(). Passing True for it disables
context_ref save/restore and thread checks.
ba.internal.dump_tracebacks() which can be used to dump the stack
state of all Python threads after some delay. Useful for debugging deadlock;
just call right before said deadlock occurs. Results will be logged on the
next app launch if they cannot be immediately.
- Fixed a low level event-loop issue that in some cases was preventing the
Android version from properly pausing/resuming the app or managing connections
while in the background. If you look at the devices section on ballistica.net
you should now see your device disappear when you background the app and
reappear when you foreground it. Please holler if not.
- Device accounts are now marked as deprecated, and signing in with one now
brings up an 'upgrade' UI which allows converting it to a V2 account. It is my
hope to push the entire client ecosystem to V2 accounts as quickly as possible
since trying to support both independent V1 accounts and V2 accounts is a
substantial technical burden.
- Fixed an issue where Log calls made within
EventLoopThread::PushThreadMessage() could result in deadlock.
- Fixed an issue where some Android hardware buttons could theoretically cause
rogue game controller button presses (due to downcasting int values > 255 into
a uint8 value).
1.7.13 (build 20919, api 7, 2022-11-03)
- Android target-sdk has been updated to 33 (Android 13). Please holler if
anything seems broken or is behaving differently than before on Android.
- Android back-button handling code had to be reworked a bit for sdk 33 ( see
Because of this, back buttons on gamepads or other special cases behave
slightly differently, but hopefully still in a reasonable way. Please holler
if you find otherwise.
1.7.12 (build 20914, api 7, 2022-10-18)
- Disabled some live-objects warnings as it seems their use of certain gc module
functionality might be causing some rare errors/crashes. On further
inspection, it turns out that is technically expected. Basically those calls
are useful for debugging but can break things. Added a note at the top of
efro.debug elaborating on the situation. We can reimplement similar warnings
later in a safe manner.
ba._general.print_active_refs() because the newer stuff in
efro.debug does the same thing better.
- Bug fixes related to v2 account connections.
1.7.11 (build 20909, api 7, 2022-10-15)
- Switched our Python autoformatting from yapf to black. The yapf project seems
to be mostly dead whereas black seems to be thriving. The final straw was yapf
not supporting the
match statement in Python 3.10.
show_settings_ui() methods to ba.Plugin.
Plugins can use these to enable a 'Settings' button next to them in the plugin
manager that brings up a custom UI.
- Fixed workspaces functionality, which I broke rather terribly in 1.7.10 when I
forgot to test it against all the internal changes there (sorry). Note that
there is a slight downside to having workspace syncing enabled now in that it
turns off the fast-v2-relaunch-login optimization from 1.7.10.
- App should now show a message when workspace has been changed and a restart is
needed for it to take effect.
- Fixed an issue where
ba.open_url() would fall back to internal url display
window on some newer Android versions instead of opening a browser. It should
now correctly open a browser on regular Android. On AndroidTV/iiRcade/VR it
will now always display the internal pop-up. It was trying to use fancy logic
before to determine if a browser was available but this seemed to be flaky.
Holler if this is not working well on your device/situation.
- The internal 'fallback'
ba.open_url() window which shows a url string when a
system browser is not available now has a qrcode and a copy button (where
copy/paste is supported).
- Added a 'force_internal' arg to
ba.open_url() if you would like to always
use the internal window instead of attempting to open a browser. Now that we
show a copy button and qr code there are some cases where this may be
1.7.10 (build 20895, api 7, 2022-10-09)
- Added eval support for cloud-console. This means you can type something like '
1+1' in the console and see '2' printed. This is how Python behaves in the
stdin console or in-game console or the standard Python interpreter.
- Exceptions in the cloud-console now print to stderr instead of
logging.exception(). This means they aren't a pretty red color anymore, but
this will keep cloud-console behaving well with things like servers where
logging.exception() might trigger alarms or otherwise. This is also consistent
with standard interactive Python behavior.
- Cloud console now shows the device name at the top instead of simply 'Console'
- Moved the function that actually runs cloud console code to
- Added efro.debug which contains useful functionality for debugging object
reference issues and memory leaks on live app instances (via cloud shell or
- Lots of reworking/polishing in general on communication between the game and
v2 regional/master servers in preparation of upgrading Google Play accounts to
V2. Please holler if anything is not working smoothly with a V2 account.
- When establishing V2 master-server communication, if the closest regional
server is down or too busy, will now fall back to farther ones instead of
giving up. You can follow this process by setting env var
BA_DEBUG_PRINT_V2_TRANSPORT to 1 when running the app.
- Network testing now skips the alternate v1 master server addr if the primary
succeeded. The alternate often fails which makes things look broken even
though the game is ok as long as primary works.
- The v2-transport system will now properly reestablish account connectivity
when asked to refresh its connection (the cloud does this periodically so
regional cloud servers can be restarted as needed). Practically this means
your app won't stop showing up under the ballistica.net devices section after
its been running for a while; a problem previous builds had.
- The v2-transport system can now establish more than one connection at a time,
which allows the app to gracefully transition to a new connection when the old
is about to expire without any period of no connectivity. To test this
functionality, set env var
BA_DEBUG_PRINT_V2_TRANSPORT=1 to see transport
debug messages and
BA_DEBUG_V2_TRANSPORT_SHORT_DURATION=1 to cause the cloud
to request a connection-refresh every 30 seconds or so.
- V2 accounts now consider themselves instantly signed in if they were signed in
when the app last ran. They still need to contact the master-server before
anything important can happen, but this should help keep things feel faster in
- Due to v2-transport improvements, pressing the 'End Session Now' button in
ballistica.net account settings should now instantly log you out of all apps
using that session (ones that are online at least). Previously this would
often not take effect until something like an app relaunch.
- Fixes an issue where the tournament entry window could remain stuck on top
when following a 'get more tickets' link. (Thanks itsre3!)
- The main menu now says 'End Test' when in a stress test instead of 'End Game'
- Added 'discordLogo' and 'githubLogo' textures for anyone who wants to use
those for UIs.
1.7.9 (build 20880, api 7, 2022-09-24)
- Cleaned up the efro.message system to isolate response types that are used
purely internally (via a new SysResponse type).
- Fixed bug with 'Disable Camera Shake' option. (GitHub #511) (thanks Dliwk!)
- Fixed an issue where Co-op football would play no music.
- Accept "fairydust" as an emit type in
ba.emitfx() (thanks ritiek!).
- Added epic mode option to Easter Egg Hunt (thanks itsre3!).
- The game no longer auto-signs-in to a device account when first run since we
want to start encouraging people to use V2 accounts.
- Removed support for GameCircle in Amazon builds (which has been discontinued
for years at this point).
1.7.8 (build 20871, api 7, 2022-09-21)
- Fixed tournament scores submits which were broken in 1.7.7 (oops).
- Added @clear command to stdin command reader.
1.7.7 (build 20868, api 7, 2022-09-20)
ba.app.meta.load_exported_classes() for loading classes discovered by
the meta subsystem cleanly in a background thread.
- Improved logging of missing playlist game types.
- Some ba.Lstr functionality can now be used in background threads.
- Added simple check for incoming packets (should increase security level a
- Simplified logic for C++
Platform::GetDeviceName() and made it accessible to
- Default device name now uses gethostname() instead of being hard coded to '
Untitled Device' (though many platforms override this).
- Added support for the console tool in the new devices section on
- Increased timeouts in net-testing gui and a few other places to be able to
better diagnose/handle places with very poor connectivity.
Platform::SetLastPyCall() which was just for debugging and which has
not been useful in a while.
- Moved some app bootstrapping from the C++ layer to the
- The game will now properly return to the stress-test window after a stress
test finishes (thanks vishal332008!)
- Continue window will now pause the game to avoid running up times in the
background (thanks vishal332008!)
- Keepaway and KingOfTheHill now have epic options (thanks FAL-Guys!)
- Spaz starting with gloves no longer loses it after picking up an expiring
gloves powerup (thanks itsre3!)
- Starting to rename the 'game' thread to the 'logic' thread. This is the thread
where most high level app logic happen, not only game logic.
_ba.in_game_thread() is now
- Misc C++ layer tidying/refactoring.
- Split out the
_ba binary module into
_bainternal. This will
eventually allow running without the closed-source parts (
present at all.
- There is now a
_bainternal.py dummy-module alongside the existing
one. Be sure to exclude it from any script collections used by the game (the
- Added checks to make sure
_bainternal arent used outside of ba.
Any 'internal' functionality needed outside of ba should be exposed through
_bainternal are internal implementation details.
- Removed C++ Module class and simplified EventLoopThread class. The Module
class was an old relic of long ago before C++ had lambdas and its existence
was pretty pointless and confusing these days.
- Renamed C++ App to AppFlavor and AppGlobals to App.
- Renamed C++ Media to Assets.
- Removed 'scores to beat' list in coop which was only ever functional in
limited cases on the Mac version. Perhaps that feature can reappear in a
cross-platform way sometime.
- Simplified C++ bootstrapping to allocate all globals in one place.
- Renamed C++ Game classes to Logic.
- The app now bootstraps Python in the main thread instead of the logic thread.
This will keep things more consistent later when we are able to run under an
already-existing Python interpreter.
- As a side-effect of initing Python in the main thread, it seems that Python
now catches segfaults in our debug builds and prints Python stack traces. (
see https://docs.python.org/3/library/faulthandler.html). We'll have to
experiment and see if this is a net positive or something we want to disable
or make optional.
- Python and
_ba are now completely initialized in public source code. Now we
just need to enable the app to survive without
_bainternal and it'll be
possible to build a 100% open source app.
Logging::Log() in the C++ layer now takes a LogLevel arg (kDebug, kWarning,
kError, etc.) and simply calls the equivalent Python logging.XXX call. This
unifies our C++ and Python logging to go through the same place.
ba.log() is no more. Instead just use standard Python logging functions (
logging.info(), logging.error(), etc.).
_ba.getlog() is now
_ba.get_v1_cloud_log(). Note that this functionality
will go away eventually so you should use
ba.app.log_handler and/or standard
Python logging functions to get at app logs.
- Along the same lines,
_ba.get_log_file_path() is now
_ba.display_log() function which ships a log message to the in-game
terminal and platform-specific places like the Android log. The engine wires
up standard Python logging output to go through this.
_ba.v1_cloud_log() which ships a message to the old v1-cloud-log (the
log which is gathered and sent to the v1 master server to help me identify
problems people are seeing). This is presently wired up to a subset of Python
logging output to approximate how it used to work.
- Note: Previously in the C++ layer some code would mix Python print calls (such
PyErr_PrintEx()) with ballistica::Log() calls. Previously these all wound
up going to the same place (Python's sys.stderr) so it worked, but now they no
longer do and so this sort of mixing should be avoided. So if you see a weird
combination of colored log output lines with non-colored lines that seem to go
together, please holler as it means something needs to be fixed.
- Builds for Apple devices now explicitly set a thread stack size of 1MB. The
default there is 512k and I was seeing some stack overflows for heavy physics
sims or very recursive Python stuff.
- If you want to grab recent logs, you can now use
ba.app.log_handler.get_cached(). This will give you everything that has gone
through Python logging, Python stdout/stderr, and the C++ Log() call (up to
the max cache size that is).
- LogHandler output now ALWAYS goes to stderr. Previously it only would if an
interactive terminal was detected. This should make the binary easier to debug
if run from scripts/etc. We can add a
--quiet option if needed or whatnot.
- (build 20859) Fixed an error setting up asyncio loops under Windows related to
the fact that Python is now inited in the main thread.
- (build 20864) Fatal-error message/traceback now properly prints to stderr
again (I think the recent logging rejiggering caused it to stop).
- (build 20864) Fixed an issue where the app could crash when connected to the
cloud console while in a network game.
- Added a simplified help() command which behaves reasonably under the in-game
console or cloud-console.
1.7.6 (build 20687, api 7, 2022-08-11)
- Cleaned up the MetaSubsystem code.
- It is now possible to tell the meta system about arbitrary classes (ba_meta
export foo.bar.Class) instead of just the preset types 'plugin', 'game', etc.
- Newly discovered plugins are now activated immediately instead of requiring a
1.7.5 (build 20672, api 7, 2022-07-25)
- Android build now uses the ReLinker library to load the native main.so, which
will (hopefully) avoid some random load failures on older Android versions.
- Android Google Play build now prints a message at launch if the billing
library isn't available or needs to be updated (explaining why purchases won't
work in that case).
- Various minor bug fixes (mostly cleaning up unnecessary error logging)
- Updated Android builds to use the new NDK 25 release
- Added a warning when trying to play a tournament with a workspace active
- Added api-version to changelog headers and
pcommand version command.
1.7.4 (20646, 2022-07-12)
- Fixed the trophies list showing an incorrect total (Thanks itsre3!)
- ba.app.meta.metascan is now ba.app.meta.scanresults
- Cleaned up co-op ui code a bit
- Added a utility function to add custom co-op games in the practice section:
ba.app.add_coop_practice_level. Also added new workspace template script
which uses it to define a new co-op game type.
- Removed some spammy debug timing logging I added for tracking down a recent
bug (can be reenabled by setting env var
- Updated the 'Show Mods Folder' to properly show the path to the mods folder.
Before it would unhelpfully show something like
but now it should be something more useful like
- Android user scripts dir is now called 'mods' instead of 'BombSquad'. The name
'BombSquad' made sense when it was located in a truly shared area of storage
but now that it is in the app-specific area (something like
Android/data/net.froemling.bombsquad/files) it makes sense to just use 'mods'
like other platforms.
- Updated the Modding Guide button in advanced settings to point to the new
ballistica wiki stuff instead of the old out-of-date 1.4 modding docs.
- Added ba.app.net.sslcontext which is a shared SSLContext we can recycle for
our https requests. It turns out it can take upwards of 1 second on older
Android devices to create a default SSLContext, so this can provide a nice
speedup compared to the default behavior of creating a new default one for
- Rewrote Google Play version purchasing code using Google's newest libraries (
Google Play Billing 5.0). This should make everything more reliable, but
please holler if you try to purchase anything in the game and run into
- It is now possible on the Google Play version to purchase things like Pro more
than once for different accounts.
1.7.3 (20634, 2022-07-06)
- Fixed an issue with King of the Hill flag regions not working when players
entered them (Thanks itsre3!)
- Fixed an issue in Chosen One where the flag resetting on top of a player would
not cause them to become the chosen one (Thanks Dliwk!)
- Fixed an issue where triple-bomb powerup would not flash before wearing off (
- Fixed an issue where syncing workspaces containing large files could error.
- Net-testing window now requires you to be signed in instead of giving an error
result in that case.
- The app now issues a gentle notice if plugins are removed instead of erroring
and continuing to look for them on subsequent launches. This makes things much
smoother when switching between workspaces or users.
- Added new translation entries for Workspace/Plugin stuff.
- tools/bacloud workspace get/put commands are now functional (wiki page with
instructions coming soon).
_ba.android_get_external_storage_path is now
_ba.android_get_external_files_dir which maps to the actual call it makes
under the hood these days.
- Android logging now breaks up long entries such as stack-traces into multiple
log entries so they should not get truncated.
- The app now issues a warning if device time varies significantly from actual
world time. This can lead to things like the app incorrectly treating SSL
certificates as not yet valid and network functionality failing.
- The app now issues a warning if unable to establish secure connections to
cloud servers (which can be due to aforementioned issue, but could also stem
from other network problems).
- The Network Testing utility (Settings->Advanced->Network Testing) now tests
for more potential issues including ones mentioned above.
- The Android version now stores files such as extracted assets and audio caches
in the non-backed-up files dir (Android's Context.getNoBackupFilesDir()).
These files can always be recreated by the app so they don't need backups, and
this makes it more likely that Android will back up what's left in the regular
files dir (the app config, etc).
- Fixed an issue causing hitches during background SSL network operations (
manifesting on the Android version but theoretically possibly anywhere).
1.7.2 (20620, 2022-06-25)
- Minor fixes in some minigames (Thanks Droopy!)
- Fixed a bug preventing 'clients' arg from working in
- Fixed a bug where ba.Player.getdelegate(doraise=True) could return None
instead of raising a ba.DelegateNotFoundError (thanks Dliwk!)
- Lots of Romanian language improvements (Thanks Meryu!)
- Workspaces are now functional. They require signing in with a V2 account,
which currently is limited to explicitly created email/password logins. See
ballistica.net to create such an account or create/edit a workspace. This is
bleeding edge stuff so please holler with any bugs you come across or if
anything seems unintuitive.
- Newly detected Plugins are now enabled by default in all cases; not just
headless builds. (Though a restart is still required before they run). Some
builds (headless, iiRcade) can't easily access gui settings so this makes
Plugins more usable there and keeps things consistent. The user still has the
opportunity to deactivate newly detected plugins before restarting if they
don't want to use them.
- Reworked app states for the new workspace system, with a new
that comes after
launching and before
consists of an initial account log-in (or lack thereof) and any
workspace/asset downloading related to that. This allows the app to ensure
that the latest workspace state is synced for the active account before
running plugin loads and meta scans, allowing those bits to work as seamlessly
in workspaces as they do for traditional local manual installs.
- Plugins now have an
on_app_running call instead of
them to work seamlessly with workspaces (see previous entry).
- Errors running/loading plugins now show up as screen-messages. This can be
ugly but hopefully provides a bit of debugging capability for anyone testing
code on a phone or somewhere with no access to full log output. Once we can
add logging features to the workspaces web ui we can perhaps scale back on
- Api version increased from 6 to 7 due to the aforementioned plugin changes
1.7.1 (20597, 2022-06-04)
- V2 account logic fixes
- Polishing V2 web-based login flow
1.7.0 (20591, 2022-06-02)
- V2 accounts are now available (woohoo!). These are called 'BombSquad Accounts'
in the account section. V2 accounts communicate with a completely new server
and will be the foundation for lots of new functionality in the future.
However they also function as a V1 account so existing functionality should
still work. Note that the new 'workspaces' feature for V2-accounts is not yet
enabled in this build, but it will be in the next few builds. Also note that
account types such as GameCenter and Google-Play will be 'upgraded' to V2
accounts in the future so there is no need to try this out if you use one of
those. But if you use device-accounts you might want to create yourself a V2
account, since device-accounts will remain V1-only (though you can link an old
device-account to a v2-enabled account if you want to keep your progress).
Getting a V2 account now also gives you a chance to reserve a nice account-tag
before all the good ones are taken.
- Legacy account subsystem has been renamed from
ba.app.accounts_v2 subsystem for working with V2 accounts.
ba.SessionPlayer.get_account_id() is now
ba.InputDevice.get_account_id() is now
_ba.sign_in() is now
_ba.sign_out() is now
_ba.get_account_name() is now
_ba.get_account_type() is now
_ba.get_account_state() is now
_ba.get_account_state_num() is now
_ba.get_account_display_string() is now
_ba.get_account_misc_val() is now
_ba.get_account_misc_read_val() is now
_ba.get_account_misc_read_val_2() is now
_ba.get_account_ticket_count() is now
- Exposing more sources in the public repo; namely networking stuff. I realize
this probably opens up some attack vectors for hackers but also opens up
options for server-owners to add their own defenses without having to wait on
me. Hopefully this won't prove to be a bad idea.
- V2 master server addr is now simply https://ballistica.net. If you had saved
links to the previous address, https://tools.ballistica.net, please update
them, as the old address may stop working at some point.
- Upgraded everything to Python 3.10. The upgrade process is pretty smooth at
this point so we should be able to upgrade yearly now once each new Python
version has had some time to mature.
1.6.12 (20567, 2022-05-04)
- More internal work on V2 master-server communication
1.6.11 (20539, 2022-03-23)
- Documentation is now generated using pdoc https://pdoc.dev. Thanks Dliwk!!
( I'll get it wired up to auto-update to a webpage soon).
- Players who connect to authenticated servers impersonating someone else are
now simply kicked; not banned. The old behavior was being intentionally
exploited to ban people from their own servers/etc. I may revert to bans once
I can do it in a way that is not exploitable.
- The game now establishes a V2 master-server connection (which will soon be
used for lots of cool functionality). For this version it is mainly enabled
for testing purposes; please holler if you see any odd warning messages or
1.6.10 (20511, 2022-03-20)
_ba.get_client_public_device_uuid function which returns a
semi-permanent device id for a connected client running 1.6.10 or newer. Can
be useful to combat spam attacks or other mischief.
- Fixed an issue with
make update not properly rewriting Visual Studio project
files to account for new/deleted source files.
- Removed various bits of code associated with the (no-longer-functional) Google
Play Games multiplayer connections.
- Added lots of foundation code for v2 master-server connections (not yet
1.6.9 (20486, 2022-02-22)
- Upgraded Android Python to 3.9.10
- Fixed an issue with SSL in Android builds that was preventing communication
with the master-server in 1.6.8
- Added a new network-diagnostics tool at 'Settings->Advanced->Network Testing'.
Can be used to diagnose issues talking to master-servers/etc. (especially
useful now that SSL can factor in)
- Added clipboard support to Mac test build (thought pasting currently requires
ctrl-v instead of cmd-v).
- Fixed an issue where non-ascii characters in device names could break network
1.6.8 (20458, 2022-02-16)
- Added Filipino language (Thanks David!)
- Restored pre-v1.5 jump behaviour.
- All communication with the master-server should now be secure (https) using
root certificates from the
certifi project. Please holler if
you run into any connection issues with this version.
- Fixed a vulnerability which could expose device-account uuids.
- Now generating Linux Arm64 server and test builds (currently built against
- Mac test builds are now Universal binaries (Arm64 & x86-64 versions bundled
- Mac test builds are now notarized and distributed via a snazzy .dmg instead of
a zip file, so the OS should no longer try to prevent you from running them.
- Test builds can now be found at https://ballistica.net/builds - this page
shows more info about the builds, including file checksums (stored on a
separate server from the actual files for increased security).
- Beginning work on moving to new asset system.
- Added Tamil language (Thanks Ryan!)
- Added methods for changing camera attributes to the
- Added co-op support to server builds (thanks Dliwk!)
- Updated everything from Python 3.8 to Python 3.9. The biggest immediate impact
to our code is that basic types such as list, dict, and tuple can be used in
annotations, eliminating the need to import typing.Dict, typing.List, etc. See
python.org for more changes.
- Note: accessing mods on external storage on Android will not work in this
release. This functionality has not been working in recent versions of Android
due to increased security features anyway and I am in the process of replacing
it with a cloud based system for installing mods. More on this soon.
- Python 3.9 no longer supports Windows 7 or earlier (according to
https://www.python.org/downloads/windows/) so if you are running such a
version of Windows you will need to stick to older builds.
- Some cleanups in the Favorites tab of the gather window.
- Reorganized prefab target names; some targets such as
prefab-debug are now
prefab-gui-debug (more consistent with the existing
- Windows builds now go to build/windows instead of
- Lots of project reorganization to allow things such as documentation or the
_ba.py module to be rebuilt from the public repo.
- Added network flood attack mitigation.
- Telnet access works again for gui builds without requiring a password (access
must still be granted via the gui).
- Declare opponent team as the winner if a player with their final turn leaves
an elimination game.
- Fix for certain cases when trying to host a private game where no available
nearby servers could be found.
- Enabling per-architecture apk splitting for smaller download sizes on Android.
- Some clean-up on Android builds, including simplifying ad-networks. No longer
should ever show rewarded ads in between game rounds (only when actual rewards
- Revamped netcode significantly. We still don't have client-prediction, but
things should (hopefully) feel much lower latency now.
- Added network debug graphs accessible by hitting F8.
- Added private parties functionality (cloud hosted parties with associated
codes making it easier to play with friends)
- The meta subsystem now enables new plugins by default in headless builds.
- Added option to save party in Manual tab
- Slight tidying on the tourney entry popup
- Env var to override UI scale is now
BA_UI_SCALE instead of
- Fixed an issue where ba.storagename() could prevent objects on the stack from
getting released cleanly
- Improvements to documentation generation such as link to some external base
ba.clipboard_* functions for copying and pasting text on supported
- Implemented clipboard functionality on SDL based builds (such as prefab).
- Fixed an issue where click locations on scaled text fields could be
- Server-wrapper improvements allowing config path and
ba_root path to be
- Binary -cfgdir option now properly allows any path, not just
- Additional server-wrapper options such as disabling auto-restart and automatic
restarts on config file changes.
- Running a
_ba.connect_to_party command via the -exec arg should now do the
- Fixed possible crash due to buffer under/overruns in
- Fixed a potential crash-on-exit due to statically allocated colliders/caches
ode_collision_trimesh.cpp getting torn down while in use
- Better randomization for player free-for-all starting locations
- Plugins can now register to be called for pause, resume, and shutdown events
in addition to launch
- Added ba.app.state holding the overall state of the app (running, paused,
- renamed the efro.dataclasses module to efro.dataclassio and added significant
- command-line input no longer errors on commands longer than 4k bytes.
- added show-tutorial option to the server wrapper config
- added custom-team-names option to the server wrapper config
- added custom-team-colors option to the server wrapper config
- added inline-playlist option to the server wrapper config
- Exposed ba method/class initing in public C++ layer.
- The 'restart' and 'shutdown' commands in the server script now default to
- Wired up
options in the server config
- Removed remains of the google-real-time-multiplayer stuff from the
- Updated Google Play version to hopefully show friend high scores again on
score screens (at least for levels that have an associated Google Play
- Public-party-list now properly shows an error instead of 'loading...' when not
- Heavily reworked public party list display code to be more efficient and avoid
hitches even with large numbers of servers.
- Language functionality has been consolidated into a LanguageSubsystem object
ba.get_valid_languages() is now an attr:
- Achievement functionality has been consolidated into an AchievementSubsystem
object at ba.app.ach
- Plugin functionality has been consolidated into a PluginSubsystem obj at
- Ditto with AccountV1Subsystem and ba.app.accounts
- Ditto with MetadataSubsystem and ba.app.meta
- Ditto with AdsSubsystem and ba.app.ads
- Revamped tab-button functionality into a cleaner type-safe class (
- Split Gather-Window tabs out into individual classes for future improvements (
- Added the ability to disable ticket-purchasing UIs for builds
- Reworked the public party gather section to perform better; it should no
longer have to rebuild the list from scratch each time the UI is visited.
- Added a filter option to the public party list (sorry it has taken so long).
- Simplified licensing header on python scripts.
- General project refactoring in order to open source most of the C++ layer.
- Added Venetian language (thanks Federico!)
- Fixed an issue where chosen-one flashes would remain if the player leaves the
- Added android input-device detection log messages for debugging
- Android asset-sync phase (completing install...) now emits log output for
- Upgraded Python from version 3.7 to 3.8. This is a substantial change (though
nothing like the previous update from 2.7 to 3.7) so please holler if anything
is broken. These updates will happen once every year or two now...
- Windows debug builds now use Python debug libraries. This should hopefully
catch more errors that would otherwise go undetected and potentially cause
- Switched windows builds to use 'fast' mode math instead of 'strict'. This
should make the game run more efficiently (similar modes are already in use on
other platforms) but holler if any odd breakage happens such as things falling
through floors (more often than the occasional random fluke-y case that
_ba.can_display_full_unicode() for any code that wants to avoid
printing things that won't show up locally.
- Now pulling some classes such as Literal and Protocol from typing instead of
typing_extensions (they were officially added to Python in 3.8)
- Double taps/clicks now work properly on widgets nested under a scroll-widget
on mobile (so, for example, replays can now be double-clicked to view them)
- Fixed the shebang line in
bombsquad_server file by using
-S flag for
- Fixed a bug with hardware keyboards emitting extra characters in the in-game
console (~ or F2)
- Added support for 'plugin' mods and user controls to configure them in
selection_loops_to_parent in widget
claims_tab args to ba.columnwidget().
- Column-widget now has a default
border of 0 (explicitly pass 2 to get the
- Column-widget now has a default
margin of 10 (explicitly pass 0 to get the
claims_tab to ba.hscrollwidget().
- Default widget
show_buffer is now 20 instead of 0 (causes scrolling to stay
slightly ahead of widget selection). This can be overridden with the
ba.widget() call if anything breaks.
- Relocated ba.app.uiscale to ba.app.ui.uiscale.
- Top level settings window now properly saves/restores its state again.
- Added Emojis to the Internal Game Keyboard.
- Added continuous CAPITAL letters typing feature in the Internal Game Keyboard.
- Button and key names now display correctly again on Android (and are cleaned
up on other platforms too).
- Added a UI subsystem at ba.app.ui (containing globals/functionality that was
previously directly under ba.app). And hopefully added a fix for rare state of
two main menus appearing on-screen at once.
- Added options in the 'Advanced' section to disable camera shake and camera
- The ba.Session.teams and ba.Session.players lists are now
ba.Session.sessionteams and ba.Session.sessionplayers. This is to help keep it
clear that a Team/Player and a SessionTeam/SessionPlayer are different things
- Disconnecting an input-device now immediately removes the player instead of
doing so in the next cycle; this prevents possible issues where code would try
to access player.inputdevice before the removal happens which would lead to
- Updated mac prefab builds to point at homebrew's firstname.lastname@example.org package now that
3.8 has been made the default.
- Fixed an issue where adding/deleting UI widgets within certain callbacks could
cause a crash.
- Fixed a case where an early fatal error could lead to a hung app and no error
- Added environment variables which can override UI scale for testing. Set
BA_FORCE_UI_SCALE to small, medium or large.
- Added a ba.UIScale enum. The value at ba.app.uiscale replaces the old
- Emoji no longer display in-game with a washed-out appearance. If there are any
places in-game where bright-colored emoji become distracting, please holler.
_ba.get_game_roster() now includes
account_id which is the validated
account id of all clients (will be None until completes). Also, a few keys are
- Cleaned up some bomb logic to avoid weird corner-cases such as land-mine
explosions behaving like punches when set off by punches or bombs potentially
resulting in multiple explosions when triggered by multiple other bombs
simultaneously. Holler if anything explosion-related seems off now.
- Reactivated and cleaned up fatal-error message dialogs; they should now show
up more consistently and on more platforms when something catastrophic happens
instead of getting a silent crash.
- Certain hardware buttons on Android which stopped working in 1.5 should now be
- A bit of project cleanup; tools/snippets is now tools/pcommand, etc.
- More minor bug fixes and crash/bug-logging improvements.
- More cleanup to logging and crash reporting system.
- Various other minor bug fixes...
- Hopefully finally fixed that pesky crash bug on score submissions.
- Fixed Android VR version failing to launch.
- More bug fixing and crash reporting improvements.
- Hopefully fixed an elusive random crash on android that popped up recently.
- Misc bug fixes.
- Improved exception handling and crash reporting.
- Misc bug fixes.
- Fixed a freeze in the local network browser.
- Streamlined C++ layer bootstrapping process a bit.
- Creating sys scripts via ba.modutils now works properly.
- Custom soundtracks should now work again under Android 10.
- Misc other bug fixes.
- Reduced some hitches when clicking on certain buttons in the UI
- Fixed an issue where very early keyboard/controller connects/disconnects could
get lost on android.
ba._modutils is now ba.modutils since it is intended to be publicly
- drop-down console is now properly accessible again via android hardware
keyboards (` key)
- Other minor bug fixes..
- Fixed an issue where touch controls or sound settings values could look like
0.8999999999. Please holler if you see this anywhere else.
- Fixed a potential crash when tapping the screen before the game is fully
- Restored the correct error message in the 'Google Play' connection tab from
1.4 (I am actively working on a replacement)
- Other minor bug fixes.
- Fixed an issue where co-op score screen rating could look like '
- Other minor bug fixes.
- Lots of internal event-handling cleanup/reorganization in preparation for
Android 1.5 update.
- Lots of low level input handling cleanup, also related to Android 1.5 version.
Please holler if keyboard/game-controllers/etc. are behaving odd on any
- Now including Android test builds for the first time since 1.5. These have not
been thoroughly tested yet so please holler with anything that is obviously
- Mouse wheel now works in manual camera mode on more platforms.
- Server scripts now run in opt mode in release builds, so they can use bundled
- Fixes a potential crash in the local network browser.
- Fixes an issue where Hockey Pucks would not show up in network games.
- More misc bug fixes and tidying.
- Cleaned up Windows version packaging.
- More misc bug fixes.
- Should now work properly with non-ascii paths on Windows (for real this time).
- Note that Windows game data is now stored under 'Local' appdata instead of '
Roaming'; if you have an old installation with data you want to preserve, you
may want to move it over manually.
- Misc cleanup and minor bug fixes.
- Improved handling of non-ascii characters in file paths on Windows.
- Fixes an issue with controls not working correctly in net-play between 1.4.x
- Tidied up onslaught code a bit.
- Fixes various other minor bugs.
- Windows server now properly displays color when run by double-clicking the
- Misc bug fixes.
- This build contains about 2 years worth of MAJOR internal refactoring to
prepare for the future of BombSquad. As a player this should not (yet) look
different from 1.4, but for modders there is a lot new. See the rest of these
change entries or visit ballistica.net for more
- Ported the entire scripting layer from Python 2 to Python 3 (currently at 3.7,
and I intend to keep this updated to the latest widely-available release).
There's some significant changes going from python 2 to 3 (new print
statement, string behavior, etc.), but these are well documented online, so
please read up as needed. This should provide us some nice benefits and
future-proofs everything. (my janky 2.7 custom Python builds were getting a
little long in the tooth).
- Refactored all script code to be PEP8 compliant (Python coding standards).
Basically, this means that stuff that was camel-case (fooBar) is now a single
word or underscores (
foo_bar). There are a few minor exceptions
such as existing resource and media filenames, but in general old code can be
ported by taking a pass through and killing the camel-case. I know this is a
bit of a pain in the ass, but it'll let us use things like Pylint and just be
more consistent with the rest of the Python world.
- On a related note, I'm now using 'yapf' to keep my Python code formatted
nicely (using pep8 style); I'd recommend checking it out if you're doing a lot
of scripting as it's a great time-saver.
- On another related note, I'm trying to confirm to Google's recommendations for
Python code (search 'Google Python Style Guide'). There are some good bits of
wisdom in there, so I recommend at least skimming through it.
- And as one last related note, I'm now running Pylint on all my own Python
code. Highly recommended if you are doing serious scripting, as it can make
Python almost feel as type-safe as C++.
- The minimum required android version will now be 5.0 (a requirement of the
Python 3 builds I'm using)
- Minimum required macOS version is now 10.13 (for similar reasons)
- 'bsInternal' module is now
_ba (better lines up with standard Python
- bs.writeConfig() and bs.applySettings() are no more. There is now
ba.app.config which is basically a fancy dict class with some methods added
such as commit() and apply()
- bs.getEnvironment() is no more; the values there are now available through
ba.app (see notes down further)
- Fixed the mac build so command line input works again when launched from a
- Renamed 'exceptionOnNone' arg to 'doraise' in various calls.
- bs.emitBGDynamics() is now ba.emitfx()
- bs.shakeCamera() is now ba.camerashake()
- Various other minor name changes (bs.getUIBounds() -> ba.app.ui_bounds, etc.).
I'm keeping old and new Python API docs around for now, so you can compare as
- Renamed bot classes based on their actions instead of their appearances (ie:
PirateBot -> ExplodeyBot)
- bs.getSharedObject() is now ba.stdobj()
- Removed bs.uni(), bs.utf8(),
which are no longer needed due to Python 3's better string handling.
- Removed bs.SecureInt since it didn't do much to slow down hackers and hurts
- Renamed 'finalize' to 'expire' for actors and activities. 'Finalize' sounds
too much like a destructor, which is not really what that is.
- bs.getMapsSupportingPlayType() is now simply ba.getmaps(). I might want to add
more filter options to it besides just play-type, hence the renaming.
- Changed the concept of 'game', 'net', and 'real' times to 'sim', 'base', and '
real'. See time function docs for specifics. Also cleared up a few ambiguities
over what can be used where.
- I'm converting all scripting functions to operate on floating-point seconds by
default instead of integer milliseconds. This will let us support more
accurate simulations later and is just cleaner I feel. To keep existing calls
working you should be able to add timeformat='ms' and you'll get the old
behavior (or multiply your time values by 0.001). Specific notes listed below.
- ba.Timer now takes its 'time' arg as seconds instead of milliseconds. To port
old calls, add: timeformat='ms' to each call (or multiply your input by 0.001)
- ba.animate() now takes times in seconds and its 'driver' arg is now 'timetype'
for consistency with other time functions. To port existing code you can pass
timeformat='ms' to keep the old milliseconds based behavior.
- ditto for
- ba.Activity.end() now takes seconds instead of milliseconds as its delay arg.
- TNTSpawner now also takes seconds instead of milliseconds for
- There is a new ba.timer() function which is used for all one-off timer
creation. It has the same args as the ba.Timer() class constructor.
- bs.gameTimer() is no more. Pass timeformat='ms' to ba.timer() if you need to
recreate its behavior.
- bs.netTimer() is no more. Pass timetype='base' and timeformat='ms' to
ba.timer() if you need to recreate its behavior.
- bs.realTimer() is no more. Pass timetype='real' and timeformat='ms' to
ba.timer() if you need to recreate its behavior.
- There is a new ba.time() function for getting time values; it has consistent
args with the new ba.timer() and ba.Timer() calls.
- bs.getGameTime() is no more. Pass timeformat='ms' to ba.time() if you need to
recreate its behavior.
- bs.getNetTime() is no more. Pass timetype='base' and timeformat='ms' to
ba.time() if you need to recreate its behavior.
- bs.getRealTime() is no more. Pass timetype='real' and timeformat='ms' to
ba.time() if you need to recreate its behavior.
- bs.getTimeString() is now just ba.timestring(), and accepts seconds by default
(pass timeformat='ms' to keep old calls working).
- bs.callInGameThread() has been replaced by an optional
- There is now a special
ba.UNHANDLED value that handlemessage() calls should
return any time they don't handle a passed message. This will allow fallback
message types and other nice things in the future.
- Wired the boolean operator up to ba.Actor's exists() method, so now a simple "
if mynode" will do the right thing for both Actors and None values instead of
having to explicitly check for both.
- Ditto for ba.Node; you can now just do 'if mynode' which will do the right
thing for both a dead Node or None.
- Ditto for ba.InputDevice, ba.Widget, ba.Player
- Added a bs.App class accessible via ba.app; will be migrating global app
values there instead of littering python modules with globals. The only
remaining module globals should be all-caps public 'constants'
- 'Internal' methods and classes living in
_ba and elsewhere no longer start
with underscores. They are now simply marked with '(internal)' in their
docstrings. 'Internal' bits are likely to have janky interfaces and can
change without warning, so be wary of using them. If you find yourself
depending on some internal thing often, please let me know, and I can try to
clean it up and make it 'public'.
- bs.getLanguage() is no more; that value is now accessible via ba.app.language
- bs.Actor now accepts an optional 'node' arg which it will store as
if passed. Its default DieMessage() and exists() handlers will use
if it exists. This removes the need for a separate NodeActor() for simple
- bs.NodeActor is no more (it can simply be replaced with ba.Actor())
- bs.playMusic() is now ba.setmusic() which better fits its functionality (it
sometimes just continues playing or stops playing).
- The bs.Vector class is no more; in its place is a shiny new ba.Vec3 which is
implemented internally in C++ so its nice and speedy. Will probably update
certain things like vector node attrs to support this class in the future
since it makes vector math nice and convenient.
- Ok you get the point... see ballistica.net for more
info on these changes.
- Added protection against a repeated-input attack in lobbies.
- Added Chinese-Traditional language and improved translations for others.
- Telnet port can now be specified in the config
- Telnet socket no longer opens on headless build when telnet access is off (
reduces DoS attack potential)
- Added a
filter_chat_message() call which can be used by servers to
intercept/modify/block all chat messages.
bsInternal._disconnectClient() now takes an optional banTime arg (in
seconds, defaults to old value of 300).
- Added a password option for telnet access on server builds
- Fixes an issue where a client rejoining a server after being kicked could get
stuck in limbo
- Language updates
- Increased security on games that list themselves as public. All joining
players must now be validated by the master server, or they will be kicked.
This will let me globally ban accounts or ip addresses from joining games to
avoid things like ad spam-bots (which has been a problem this week).
- Added a max chat message length of 100
- Clients sending abnormal amounts of data to the server will now be auto-kicked
- Mostly a maintenance release (real work is happening in the 1.5/2.0 branch) -
minor bug fixes and a few language updates.
- Google deprecated some older SDKs, so the minimum Android supported by this
build is now 4.4
- Fixed an issue where server names starting and ending with curly brackets
would display incorrectly
- Fixed an issue where an android back-button press very soon after launch could
lead to a crash
- Fixed a potential crash if a remove-player call is made for a player that has
- Fixed an issue in my rigid body simulation code which could lead to crashes
when large numbers of bodies are present
- Fixed a longstanding bug in my huffman compression code that could cause an
extra byte of unallocated memory to be read, leading to occasional crashes
- Fixed a few minor outstanding bugs from the 1.4.139 update
- Added an option to the server builds to point to a server-stats webpage that
will show up as an extra link in the server browser (in client 1.4.139+)
- Removed the language column from the server browser. This was more relevant
back when all clients saw the game in the server's language, and is nowadays
largely just hijacked for silly purposes. Holler if you miss it.
- Server list now re-pings servers less often and averages ping results to
reduce the amount of jumping around in the list. Please holler if this feels
- Added some slick new client-verification tech. Going forward it should be
pretty much impossible to fool a server into thinking you are using a
different account than you really are.
- Added a
get_account_id() method to the bs.Player class. This will return a
player's signed-in account-id (when it can be verified for certain)
- Removed SDL library from the server builds, so that's one less dependency that
needs to be installed when setting up a linux server
- Lots of internal code cleanup and reorganization before I dig into networking
rework (hopefully didn't break too much)
- Slowly cleaning up Python files (hoping to move closer to PEP 8 standards and
eventually Python 3)
- Added Hindi language
- Cleared out some old build types (farewell OUYA; thanks for the memories)
- Added support for meshes with > 65535 verts (though turns out OpenGL ES2
doesn't support this so moot at the moment)
- Updated 'kiosk mode' functionality (used for simple demo versions of the game)
- Lots of work getting VR builds up to date
- Fixed an issue where 'report this player' window would show up behind the
window that spawned it
- Updated various SDKs for the android build (now building against api 27,
removed inmobi ads, etc.)
- Fixed an issue where the internal keyboard would sometimes show up behind game
- Fixed an issue where UI widget selection would sometimes loop incorrectly at
- Fixed an issue where overlay windows such as the quit dialog would allow
clicks to pass through to regular windows under them
- Work on 2.0 UI (not yet enabled)
- Pro upgrade now unlocks custom team names and colors in teams mode
- Added a 'Mute Chat' option for completely ignoring incoming chat messages
- Fixed a longstanding issue where player-selectors could get 'stuck'
- Pro upgrade now unlocks a new exact color picker option for character
- Added new flag icons to the store: Iran, Poland, Argentina, Philippines, and
- Added an option for translators to be notified by the game whenever there are
new phrases to translate (under settings->advanced)
- Increased quality on some models, textures and audio
- Assault no longer counts dead bodies hitting the flag as scores
- Replay speed can now be controlled with -/= keys (on devices with keyboards)
- Added Serbian language
- Remote app connections are now disabled by default on server builds
- Server wrapper script now supports python 3 in addition to python 2. (Python 3
support in the actual game will still be awhile)
- Added better crash reporting on Android, so I can hopefully fix bugs more
- bs.Lstr() can now take a 'fallbackResource' or 'fallbackValue' argument; the
old 'fallback' argument is deprecated
- Removed the long-since-deprecated bs.translate() and bs.getResource() calls (
bs.Lstr() should be used for all that stuff now)
- Removed some deprecated functions from GameActivity:
- Fixed an issue where the game could get stuck in a black screen after resuming
- Replay playback speed can now be adjusted in the menu
- Fixed an issue with touch controls showing up while in party chat
- Fixed issues with the new anti-turbo logic when hosting
- New character: Grumbledorf the Wizard
- Improved public party browsing performance
- Added protections against turbo exploits when hosting
- Fixed issues with some Android controllers not being recognized
- Improved keyboard and mouse support on Android
- Added support for keyboards on Android
- Added support for desktop-like environments such as Samsung DeX and
Chromebooks on Android
- Optimized game UI for wide-screen layouts such as the Galaxy Note 8
- Added support for account unlinking
- Added 64-bit arm binary to Android builds
- BombSquad Pro now unlocks 2 additional characters
- multi-line chat messages are now clamped down to 1 line; should prevent
annoying multi-line fullscreen message spam
- the game will now only print 'game full' player-rejection messages to the
client attempting to join; should reduce annoying message spam.
- the game will now attempt to load connecting players' profiles and info from
my master-server instead of trusting the player; should reduce cheating
- added a 'playlistCode' option in the server config which corresponds with
playlist codes added in BombSquad 1.4.100 (used for sharing playlists with
friends). Now you can create a custom playlist, grab a code for it, and easily
use it in a dedicated server.
- there is now a forced 10-second delay between a player leaving the game and
another player from that same client joining the game. This should fix the
exploit where players were leaving and re-joining to avoid spawn times.
- most in-game text is now set as bs.Lstr() values so that they show up in the
client's own language instead of the server's There are currently a few
exceptions such as time values which I need to address.
- added kick-votes that can be started by any client. Currently, a client must
type '0' or '1' in chat to vote, but I'll add buttons for them soon.
- modified text nodes so that they can display in each client's own language. (
most text nodes don't do this yet but the capability is there). However, this
means older clients can't connect to 1.4.98 servers, so you may want to stick
with an older server for a bit until the userbase gets more updated.
- back to displaying long names in more places; mainly just the in-game ones are
clamped... trying to find a good balance...
- public party names will now show up for clients as the title of their party
windows instead of "My Party" and also during connect/disconnect (requires
- server now ignores 'locked' states on maps/game-types, so meteor-shower,
target-practice, etc. should work now
- kicked players are now unable to rejoin for a several minutes
- chat messages and the party window now show player names instead of account
names when possible
- server now clamps in-game names to 8 characters so there's some hope of
reading them in-game. Can loosen this or add controls for how clamping happens
if need be.
- added an automatic chat-block to combat chat spammers. Block durations start
at 10 seconds and double with each repeat offense
- fixed an issue where a single account could not be used to host multiple
parties at once
- added a port option to the config, so it's now possible to host multiple
parties on one machine (note that bombsquad 1.4.95+ is required to connect
ports aside from 43210)
- fixed a bug that could cause the Windows version to freeze randomly after a
- bombsquad (both
bs_headless and regular) now reads commands from
standard input, making it easier to run commands via scripts or the terminal
- server now runs using a 'server' account-type instead of the local 'device'
account. (avoids daily-ticket-reward messages and other stuff that's not
relevant to servers)
- the server script now passes args to the game as a json file instead of
individual args; this should keep things cleaner and more expandable
bombsquad_server script also now reads commands from stdin, allowing
reconfiguring server settings on the fly
- added more options such as the ability to set game series lengths and to host
a non-public party
- now have mac, windows, and both 32 and 64-bit linux server builds
- added an optional config.py file that can be used instead of modifying the
server script itself
- added an autoBalanceTeams option for teams games
- people joining and leaving the party are no longer announced (too much noise)
- should now properly allow clients to use their unlocked characters
- added an option to enable telnet access
total 121k in 1.22s