lint/clippy Checking for common mistakes and opportunities for code improvement
build/msvc Build for the target platform: msvc
build/linux Build for the target platform: linux
For most of the game files, we don't know the actual name, only the hash
of that name. To still allow building bundles that contain files with
that name (e.g. to override a game file with a custom one), there needs
to be a way to tell DTMT to name a file such that its hash is the same
as the one in the game.
The initial idea was to just expect the file name on disk to be the
hash, but that wouldn't allow for arbitrary folder structures anymore.
So instead, there is now a new, optional setting in `dtmt.cfg`, where
the modder can map a file path to an override name.
lint/clippy Checking for common mistakes and opportunities for code improvement
build/msvc Build for the target platform: msvc
build/linux Build for the target platform: linux
* master:
dtmm: Fix writing Nexus image to disk
dtmm: Fix importing from `.mod` file
ci: Combine Dockerfiles into multi-stage build
ci: Rework MSVC image building
ci: Fix base pipeline
ci: Improve caching setup for image building
ci: Create build artifacts for commits on master
ci: Fix undefined variable
Add changelog entry
dtmm: Fetch mod image from Nexus
lint/clippy Checking for common mistakes and opportunities for code improvement
build/msvc Build for the target platform: msvc
build/linux Build for the target platform: linux
When importing an archive file downloaded from Nexus, the file name does
include a version field. But, presumably for compatibility reasons,
Nexus replaces special characters with `-`, so that this field doesn't
match common schemes like `1.0.0`.
So instead we use the also included update timestamp to find the
corresponding file info from Nexus and use the version data from that.
Closes#131.
Non-bundled mods come without a `dtmt.cfg`, and therefore without a
version number. But we need a version number at import to compare to
for the Nexus update check.