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OnlyWorlds Unity SDK 0.6.0

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@tmoosting tmoosting released this 17 Oct 09:08
· 55 commits to main since this release

A world folder that Atlas wrote now opens whole: its pins' and markers' links, and the older spatial/ layout.
A minor release because it adds public API (below).

Fixed

  • A world folder's pins and markers keep their links when Atlas spelled them map_id and zone_id. The spec
    says a reader accepts both spellings, and Atlas writes the _id forms. OWFolderLoader.LoadInto gave the cache the
    body as written, so a pin from an Atlas folder had no Map and a marker no Map or Zone. The cache now gets
    OWFolderReader.WithSchemaLinkNames(body): the schema's name, in the old one's place, when the schema's name is not
    already there. The read result's bodies and the files on disk are unchanged.
  • One id, one file (folder spec v0.3.8 §4). Where an older Atlas folder holds one id in both elements/ and
    spatial/, OWFolderReader.Read serves elements/ and logs the spatial/ copy in Skipped (it used to be loaded
    last, so the older copy won in the cache). OWFolderWriter.WriteElement writes a map, pin, zone or marker that
    lives under spatial/<type>/ there, in its own file, so an edit never leaves a second copy; a new element goes to
    elements/. OWFolderExport stamps format_version "0.3.8", as the Python package does since its 0.5.0.

Added

  • OWFolderReader.WithSchemaLinkNames(body): a body's links under the schema's names (map_id as map, zone_id
    as zone), a copy when anything differs; what the cache is given.
  • OWFolderReadResult.TimeCurrent: time_current, else the wire's time_range_current (both accepted, as the
    Python package reads them). OWFolderReadResult.ServerWorldId: a linked folder's api.world_id, else its id.
    WorldId stays the folder's own id, which keys the cache.
  • The reader's notes name the folder spec it follows: v0.3.8's reading rules (they said v0.3.5).