# Changelog

## 0.5.3

- Earn eligible public no-fill credits with or without personal fallback when using the updated server.
- Consume signed no-fill receipts only at normal public ad opportunities; background loading and provider recovery do not claim credits.
- Retry claims through the existing durable tracking queue, with one-use settlement, expiry, cooldowns and review controls.
- Preserve immediate provider fallback and reward-completion behavior. No new developer configuration or dependencies.
- Website credits pages distinguish pending review from available balance. Historical zero-credit impressions remain unchanged.

## 0.5.2

- Bundled branded offline test artwork for portrait/landscape full-screen ads and all four banner sizes.
- Full-screen samples choose the current screen orientation at display time and switch artwork on rotation.
- Rewarded Editor samples use the same artwork while retaining their simulated completion and early-exit behavior.
- Server preview creatives and live delivery are unchanged.

## 0.5.1

- Full-screen interstitial and rewarded ads pause scaled gameplay and game audio, restoring the exact previous state on close, failure, destruction, and shutdown.
- Video playback uses unscaled time and a dedicated audio source that continues during the game pause.
- Added regression checks for UI animation, existing pauses, banners/no-fill, repeated calls, shutdown, destroyed overlays, and rewarded video playback during a pause.

## 0.5.0 — 2026-09-24

- Reuse videos for interstitial and rewarded delivery within one group.
- Completion-only reward callback, early-exit confirmation, foreground playback accounting, and stalled-player recovery.
- Signed rewarded completion with duration checks and one-time settlement.
- Offline Editor reward placeholder; no new dependencies.
- Older packages retain existing delivery when rewarded is configured.


## 0.4.4 — 2026-09-23

- Server-controlled personal fallback when public ads are not ready, enabled by default.
- Supports banner/interstitial and 100% public share while preserving overall allocation and no-fill provider recovery.
- Upgrade the MVC server and Unity package together.


## 0.4.3 — 2026-09-23

- Fair public/personal loading across shared server cooldowns, including no-fill.
- Cached live no-fill recovery overloads; separate fallback counters and server 0% off switch.
- Banner visibility query for host restoration after fullscreen ads.
- Regression checks for live recovery, category fairness, and existing outage/video behavior.


## 0.4.2 — 2026-09-23

- Editor Test Mode displays built-in sample interstitials and banners without network access or eligible campaigns.
- Device Test Mode continues to preview uploaded server creatives.


## 0.4.1 — 2026-09-23

- Persistent server cooldown: one live ad request per installation and format every 30 seconds, including no-fill.
- Unity respects Retry-After across public/personal loads; previews remain available.
- SDK opportunity counters are explicitly labeled as client-reported diagnostics.


## 0.4.0 — 2026-09-23

- Game ID-only onboarding; automatic installation signing replaces mandatory platform attestation.
- Real server previews on USB builds and in the Editor, isolated from production accounting.
- New public publisher credits remain pending; independent operator trust and all existing settlement limits.
- Retired mandatory native dependencies and entitlement/build changes.
- Configuration/creative diagnostics; production percentage behavior unchanged.
- Backend and Unity package must be upgraded together.


## 0.2.0 � 2026-09-22

- Google Play Integrity and Apple App Attest native bridges with background signed requests.
- One-use impression tickets, server-side credit review, and replay protection.
- Live Editor traffic disabled; local Test Mode and paid-provider fallback remain available.
- Automatic Android dependency and iOS entitlement/framework setup.
- Upgrade the server and SDK together; legacy unsigned endpoints are retired.

## 0.1.0 — 2026-09-22

- Independent Unity package with no paid-ad-provider dependencies.
- Persistent, evenly spaced integer percentage scheduling per placement.
- Immediate fallback when a selected ad is not cached and ready.
- Image/video interstitials, fixed-size banners, safe rewarded no-fill.
- Background preloading, download limits, backoff, and bounded cache.
- Durable impression/click queue and cumulative opportunity diagnostics.
- Unity setup window, test card, sample scene generator, and automated tests.
