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migration [2021/06/08 14:51] maximemigration [2021/10/22 10:05] maxime
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 ====== Migration Notes ====== ====== Migration Notes ======
  
-===== Foundation Preview 1.6.0.0522 =====+===== Foundation 1.8.0.0 ===== 
 + 
 +  * [[changelog:1.8|Full Changelog]] 
 + 
 +==== Resource bundles ==== 
 + 
 +Building part costs have been changed to allow for building in steps, with the builder bringing a bundle of resources for each step. 
 + 
 +To allow this, ''BUILDING_PART_COST.RessourcesNeeded'' has been replaced with ''[[preview:api:building_part_cost#ResourceNeededList|BUILDING_PART_COST.ResourceNeededList]]'', a list of lists of ''[[preview:api:resource_quantity_pair|RESOURCE_QUANTITY_PAIR]]''. Each entry in the outer list corresponds to a bundle. 
 + 
 +The number of construction steps built for each bundle is proportional to a bundle's quantity of resources. For example, if a part needs two resource bundles, one with 30 planks and the other with 10 planks, 75% of the construction steps will be done with the first bundle, and the rest with the second bundle. 
 + 
 +===== Foundation 1.7.1 ===== 
 + 
 +  * [[changelog:1.7|Full Changelog]] 
 + 
 +==== Texture loading ==== 
 + 
 +Some ''[[api:texture|TEXTURE]]'' properties have been changed, depending on their use, to a new type: ''[[api:atlas_cell|ATLAS_CELL]]''
 + 
 +Therefore, we added a way to explicitly choose the type of an asset to load, when calling ''[[mod-management-functions#registerassetid|registerAssetId]]''. Specifying the type is optional, ''TEXTURE'' will be inferred for texture assets if absent. 
 + 
 +This third parameter is currently only used for image assets. 
 + 
 +<file lua> 
 +mod:registerAssetId("test_img1.png", "TEST_IMAGE_1") -- without type specified, loads as a TEXTURE asset 
 +mod:registerAssetId("test_img2.png", "TEST_IMAGE_2", "TEXTURE") -- loads as a TEXTURE asset 
 +mod:registerAssetId("test_img3.png", "TEST_IMAGE_3", "ATLAS_CELL") -- loads as an ATLAS_CELL asset 
 +</file> 
 + 
 +**Technical Info:**  Atlas Cells are images packed in a large unique texture (commonly called atlas). This is especially useful for the GUI engine, allowing to draw most of the interface without having to switch the active binded texture. 
 + 
 +===== Foundation 1.6.0.0522 =====
  
 ==== BUILDING and MONUMENT asset types ==== ==== BUILDING and MONUMENT asset types ====
migration.txt · Last modified: 2023/09/05 11:21 by mathieu

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