* ci: check for uncommited changes after build * assets: updated Manifest to match sources * ci: simplified uncommited files check * resources: Updated Manifest * fbt: always rebuild manifest Co-authored-by: あく <alleteam@gmail.com>
Requirements
- Python3
- Python3 packages: Pillow & heatshrink2
Compiling
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
Compiling with Docker-Compose
docker-compose exec dev ./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
Asset naming rules
Images and Animations
NAME_VARIANT_SIZE
- NAME- mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowed
- VARIANT- optional - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.
- SIZE- mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.
Image names will be automatically prefixed with I_, animation names with A_.
Icons and Animations will be gathered into icon.h and icon.c.
Dolphin and Games assets
Rules are same as for Images and Animations plus assets are grouped by level and level prepends NAME.
Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
Important notes
Don't include assets that you are not using, compiler is not going to strip unused assets.
Structure
- compiled- Output folder for compiled assets.
- dolphin- Dolphin game assets sources. Goes to- compiledand- resourcesfolders.
- icons- Icons sources. Goes to- compiledfolder.
- protobuf- Protobuf sources. Goes to- compiledfolder.
- resources- Assets that is going to be provisioned to SD card.
- slideshow- One-time slideshows for desktop