Releases: jackTabsCode/asphalt
Releases · jackTabsCode/asphalt
v1.0.0-pre.8
Fixes a bug introduced in the previous release that caused code to not generate for duplicate assets.
v1.0.0-pre.7
- The lockfile structure has changed. Asset entries are now keyed by file hashes instead of file paths. Users can now freely restructure their assets without re-uploads!
- Inputs are still saved in the lockfile separately, so moving a file from one input to another, or renaming an input, would still cause a re-upload.
- This feature has not been extensively tested, so give it a whirl and let me know if you have any problems!
- Asphalt will migrate your lockfile for you with the
asphalt migrate-lockfile
command. No reupload required.
- As an added benefit of the above change, we now detect duplicate files, skip them, and warn you about each one.
- To disable the warnings, use the
--suppress-duplicate-warnings
flag.
- To disable the warnings, use the
- Added documentation for
bleed
field on input configs.
v1.0.0-pre.6
- Fixed an issue where Asphalt could no longer update to groups. The caveat is that Asphalt now requires both an API key and a cookie for the cloud target. See the authentication section of the README for more info.
- As far as I know, there is no other feasible way to grab image IDs without cookie authentication for groups. Please check out my DevForum post on the issue. More attention may motivate Roblox to fix this problem.
v1.0.0-pre.5
- Adapted to Roblox's new Asset Delivery API–image uploads should now be fixed.
- You now need the
legacy-asset:manage
permission scope on your API key in order to upload image assets.
- You now need the
v1.0.0-pre.4
Fixed an issue where changed assets weren't being re-uploaded.
v1.0.0-pre.3
- Fixed issue with API Keys being required where they shouldn't again
v1.0.0-pre.2
- Fixes codegen configuration being required
- Fixes the API key being required when the context doesn't involve assets being uploaded
- Fixes Studio target clearing the lockfile
v1.0.0-pre.1
Asset display names are now properly trimmed to avoid errors.
v1.0.0-pre.0
Asphalt has been rewritten from the ground up to better support large projects.
Here's a list of the key end-user changes:
- It now supports multiple asset inputs and outputs.
- Assets are now hashed prior to processing (such as alpha bleeding and SVG conversion).
- This means that updates to Asphalt's processing algorithms in future versions will not cause a re-upload. Unforeseen re-uploads should now be treated as breaking. I felt this was the best and simplest solution. If you wish to re-upload your assets in any case, you're welcome to delete their lockfile entries.
- Work has been done to facilitate concurrent reading, processing, and syncing of assets. There is more room for improvement here, but it should be faster.
- The terminal UI has been improved and now features progress spinners and bars.
- The dry run feature actually works now, and will error if your assets are not up-to-date.
- There's a new command to directly upload an asset, independently from the lockfile. The asset ID or link will be returned.
This is a pre-release, has not undergone much testing, and bugs are inevitable. Please report any issues you encounter to the Asphalt project thread in the ROSS server.
Migration guide:
- Install this version using whatever method you prefer.
- Adhere to the new configuration format. See the README for details.
- Run
asphalt migrate-lockfile <input-name>
to update your lockfile to the new format. - Run
asphalt sync
. In theory, nothing should re-upload.