mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Update deps
This commit is contained in:
parent
e3f8ec505b
commit
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docs/.vscode/extensions.json
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docs/.vscode/extensions.json
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{
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{
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"recommendations": ["astro-build.astro-vscode"],
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"recommendations": ["astro-build.astro-vscode"],
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"unwantedRecommendations": []
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"unwantedRecommendations": []
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}
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}
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docs/.vscode/launch.json
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docs/.vscode/launch.json
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{
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{
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"version": "0.2.0",
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"version": "0.2.0",
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"configurations": [
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"configurations": [
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{
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{
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"command": "./node_modules/.bin/astro dev",
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"command": "./node_modules/.bin/astro dev",
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"name": "Development server",
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"name": "Development server",
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"request": "launch",
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"request": "launch",
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"type": "node-terminal"
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"type": "node-terminal"
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}
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}
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]
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]
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}
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}
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@ -1,7 +1,6 @@
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import { defineConfig } from "astro/config";
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import { defineConfig } from "astro/config";
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import starlight from "@astrojs/starlight";
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import starlight from "@astrojs/starlight";
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import sitemap from "@astrojs/sitemap";
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import { generateSchema } from "./src/schema_generator";
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import { generateSchema } from "./src/schema_generator";
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generateSchema("body_schema.json");
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generateSchema("body_schema.json");
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@ -7,20 +7,21 @@
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"start": "astro dev",
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"start": "astro dev",
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"build": "astro build",
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"build": "astro build",
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"preview": "astro preview",
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"preview": "astro preview",
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"astro": "astro"
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"astro": "astro",
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"format": "prettier --write ."
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},
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},
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"dependencies": {
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"dependencies": {
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"@astrojs/starlight": "^0.5.2",
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"@astrojs/starlight": "^0.13.1",
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"astro": "2.7.0",
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"astro": "3.6.1",
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"sharp": "^0.32.1"
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"sharp": "^0.32.6"
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},
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},
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"devDependencies": {
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"devDependencies": {
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"@apidevtools/json-schema-ref-parser": "^10.1.0",
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"@apidevtools/json-schema-ref-parser": "^11.1.0",
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"eslint": "^8.45.0",
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"eslint": "^8.54.0",
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"eslint-plugin-prettier": "^5.0.0",
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"eslint-plugin-prettier": "^5.0.1",
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"fast-xml-parser": "^4.2.5",
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"fast-xml-parser": "^4.3.2",
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"prettier": "^3.0.0",
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"prettier": "^3.1.0",
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"prettier-plugin-astro": "^0.11.0",
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"prettier-plugin-astro": "^0.12.2",
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"xml-js": "^1.6.11"
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"xml-js": "^1.6.11"
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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import { defineCollection } from 'astro:content';
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import { defineCollection } from "astro:content";
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import { docsSchema, i18nSchema } from '@astrojs/starlight/schema';
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import { docsSchema, i18nSchema } from "@astrojs/starlight/schema";
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export const collections = {
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export const collections = {
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docs: defineCollection({ schema: docsSchema() }),
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docs: defineCollection({ schema: docsSchema() }),
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i18n: defineCollection({ type: 'data', schema: i18nSchema() }),
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i18n: defineCollection({ type: "data", schema: i18nSchema() })
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};
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};
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@ -5,9 +5,9 @@ description: A guide to adding details to planets in New Horizons
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For physical objects there are currently two ways of setting them up: specify an asset bundle and path to load a custom asset you created, or specify the path to the item you want to copy from the game in the scene hierarchy. Use the [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer) mod to find an object you want to copy onto your new body. Some objects work better than others for this. Good luck. Some pointers:
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For physical objects there are currently two ways of setting them up: specify an asset bundle and path to load a custom asset you created, or specify the path to the item you want to copy from the game in the scene hierarchy. Use the [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer) mod to find an object you want to copy onto your new body. Some objects work better than others for this. Good luck. Some pointers:
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- Use "Object Explorer" to search
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- Use "Object Explorer" to search
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- Generally you can find planets by writing their name with no spaces/punctuation followed by "\_Body".
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- Generally you can find planets by writing their name with no spaces/punctuation followed by "\_Body".
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- There's also [this community-maintained list of props](https://docs.google.com/spreadsheets/d/1VJaglB1kRL0VqaXhvXepIeymo93zqhWex-j7_QDm6NE/edit?usp=sharing) which you can use to find interesting props and check to see if they have collision.
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- There's also [this community-maintained list of props](https://docs.google.com/spreadsheets/d/1VJaglB1kRL0VqaXhvXepIeymo93zqhWex-j7_QDm6NE/edit?usp=sharing) which you can use to find interesting props and check to see if they have collision.
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## Using the Prop Placer
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## Using the Prop Placer
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@ -10,10 +10,10 @@ This guide assumes you've created your addon by following [the addon creation gu
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Before you release anything, you'll want to make sure:
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Before you release anything, you'll want to make sure:
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- Your mod has a descriptive `README.md`. (This will be shown on the website)
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- Your mod has a descriptive `README.md`. (This will be shown on the website)
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- Your repo has the description field (click the cog in the right column on the "Code" tab) set. (this will be shown in the manager)
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- Your repo has the description field (click the cog in the right column on the "Code" tab) set. (this will be shown in the manager)
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- There's no `config.json` in your addon. (Not super important, but good practice)
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- There's no `config.json` in your addon. (Not super important, but good practice)
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- Your manifest has a valid name, author, and unique name.
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- Your manifest has a valid name, author, and unique name.
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## Releasing
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## Releasing
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@ -3,17 +3,17 @@ title: New Horizons
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description: Create custom planets for Outer Wilds with New Horizons
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description: Create custom planets for Outer Wilds with New Horizons
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template: splash
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template: splash
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hero:
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hero:
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tagline: Create custom planets for Outer Wilds with New Horizons
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tagline: Create custom planets for Outer Wilds with New Horizons
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image:
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image:
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file: /src/assets/splash_hero_image.webp
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file: /src/assets/splash_hero_image.webp
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alt: The New Horizons Logo
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alt: The New Horizons Logo
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actions:
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actions:
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- text: Get Started
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- text: Get Started
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link: /start-here/getting-started
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link: /start-here/getting-started
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icon: right-arrow
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icon: right-arrow
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variant: primary
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variant: primary
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- text: Schema Reference
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- text: Schema Reference
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link: /schemas/body_schema
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link: /schemas/body_schema
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---
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---
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import { Card, CardGrid } from "@astrojs/starlight/components";
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import { Card, CardGrid } from "@astrojs/starlight/components";
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@ -25,22 +25,20 @@ by Mobius Digital.
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## Features
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## Features
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<CardGrid stagger>
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<CardGrid stagger>
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<Card title="Create Planets Through JSON" icon="document">
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<Card title="Create Planets Through JSON" icon="document">
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Use declarative JSON to create custom planets without having to write a line
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Use declarative JSON to create custom planets without having to write a line of code.
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of code.
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</Card>
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</Card>
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<Card title="Custom Star Systems" icon="star">
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<Card title="Custom Star Systems" icon="star">
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Create solar systems seperate from the base game's with its own planets, vessel coordinates,
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Create solar systems seperate from the base game's with its own planets,
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and ship log.
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vessel coordinates, and ship log.
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</Card>
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</Card>
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<Card title="API" icon="forward-slash">
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<Card title="API" icon="forward-slash">
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Interface with various life cycle events and functions during star system creation with New
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Interface with various life cycle events and functions during star system
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Horizon's API.
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creation with New Horizon's API.
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</Card>
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</Card>
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<Card title="Extendable Configs" icon="puzzle">
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<Card title="Extendable Configs" icon="puzzle">
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Use the `extras` key in JSON files to allow extendable functionality with other mods.
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Use the `extras` key in JSON files to allow extendable functionality with
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</Card>
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other mods.
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</Card>
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</CardGrid>
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</CardGrid>
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## Disclaimer
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## Disclaimer
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@ -8,6 +8,7 @@ description: API reference for New Horizons
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Put this in a C# file somewhere in your mod:
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Put this in a C# file somewhere in your mod:
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<!-- Auto update this would be cool -->
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<!-- Auto update this would be cool -->
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```cs
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```cs
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public interface INewHorizons
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public interface INewHorizons
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{
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{
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@ -67,34 +67,34 @@ It has an object called Base, which has a groundSize of 100, and a surfaceSize o
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Alright so now that we understand how the file is structures, let's look into what each value actually does:
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Alright so now that we understand how the file is structures, let's look into what each value actually does:
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- `name` simply sets the name of the planet
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- `name` simply sets the name of the planet
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- `$schema` we'll get to in a second
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- `$schema` we'll get to in a second
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- `starSystem` specifies what star system this planet is located in, in this case we're using the base game star system, so we put "SolarSystem"
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- `starSystem` specifies what star system this planet is located in, in this case we're using the base game star system, so we put "SolarSystem"
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- Then it has an object called `Base`
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- Then it has an object called `Base`
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- Base has a `groundSize` of 100, this generates a perfect sphere that is 100 units in radius as the ground of our planet
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- Base has a `groundSize` of 100, this generates a perfect sphere that is 100 units in radius as the ground of our planet
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- It also has a `surfaceSize` of 101, surface size is used in many calculations, it's generally good to set it to a bit bigger than ground size.
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- It also has a `surfaceSize` of 101, surface size is used in many calculations, it's generally good to set it to a bit bigger than ground size.
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- `surfaceGravity` describes the strength of gravity on this planet, in this case it's 12 which is the same as Timber Hearth
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- `surfaceGravity` describes the strength of gravity on this planet, in this case it's 12 which is the same as Timber Hearth
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- `hasMapMarker` tells new horizons that we want this planet to have a marker on the map screen
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- `hasMapMarker` tells new horizons that we want this planet to have a marker on the map screen
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- Next it has another object called `Orbit`
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- Next it has another object called `Orbit`
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- `semiMajorAxis` specifies the radius of the orbit (how far away the body is from its parent)
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- `semiMajorAxis` specifies the radius of the orbit (how far away the body is from its parent)
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- `primaryBody` is set to `TIMBER_HEARTH``, this makes our planet orbit timber hearth
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- `primaryBody` is set to `TIMBER_HEARTH``, this makes our planet orbit timber hearth
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- `isMoon` simply tells the game how close you have to be to the planet in map mode before its name appears
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- `isMoon` simply tells the game how close you have to be to the planet in map mode before its name appears
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- `isTidallyLocked` makes sure that one side of our planet is always facing timber hearth (the primary body)
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- `isTidallyLocked` makes sure that one side of our planet is always facing timber hearth (the primary body)
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- Finally, we have `Atmosphere`
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- Finally, we have `Atmosphere`
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- Its `size` is 150, this simply sets how far away from the planet our atmosphere stretches
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- Its `size` is 150, this simply sets how far away from the planet our atmosphere stretches
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- Its `fogTint` is set to a color which is an object with r, g, b, and a properties (properties is another word for keys)
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- Its `fogTint` is set to a color which is an object with r, g, b, and a properties (properties is another word for keys)
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- `fogSize` determines how far away the fog stretches from the planet
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- `fogSize` determines how far away the fog stretches from the planet
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- `fogDensity` is simply how dense the fog is
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- `fogDensity` is simply how dense the fog is
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- `hasRain` makes rainfall on the planet
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- `hasRain` makes rainfall on the planet
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#### What's a Schema?
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#### What's a Schema?
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That `$schema` property is a bit special, it instructs VSCode to use a pre-made schema to provide a better editing experience.
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That `$schema` property is a bit special, it instructs VSCode to use a pre-made schema to provide a better editing experience.
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||||||
With the schema you get:
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With the schema you get:
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||||||
|
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||||||
- Automatic descriptions for properties when hovering over keys
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- Automatic descriptions for properties when hovering over keys
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||||||
- Automatic error detection for incorrect data types or values
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- Automatic error detection for incorrect data types or values
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||||||
- Autocomplete, also called IntelliSense
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- Autocomplete, also called IntelliSense
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||||||
|
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The schema we're using here is the [Celestial Body Schema](/schemas/body_schema), but there are many others available in the Schemas section of the left sidebar.
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The schema we're using here is the [Celestial Body Schema](/schemas/body_schema), but there are many others available in the Schemas section of the left sidebar.
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@ -104,8 +104,8 @@ With the new planet created (_and saved!_), launch the game through the mod mana
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||||||
If you run into issues please make sure:
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If you run into issues please make sure:
|
||||||
|
|
||||||
- You placed the JSON file in a folder called `planets` in the New Horizons mod folder
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- You placed the JSON file in a folder called `planets` in the New Horizons mod folder
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||||||
- There are no red or yellow squiggly lines in your file
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- There are no red or yellow squiggly lines in your file
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||||||
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||||||
## Creating An Addon
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## Creating An Addon
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||||||
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|
||||||
@ -113,9 +113,9 @@ If you run into issues please make sure:
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|||||||
|
|
||||||
To get started, you'll need to fork the [the New Horizons addon template](https://github.com/xen-42/ow-new-horizons-config-template)
|
To get started, you'll need to fork the [the New Horizons addon template](https://github.com/xen-42/ow-new-horizons-config-template)
|
||||||
|
|
||||||
- Set the Name to your username followed by a dot (`.`), followed by your mod's name in PascalCase (no spaces, new words have capital letters). So for example if my username was "Test" and my mod's name was "Really Cool Addon", I would name the repo `Test.ReallyCoolAddon`.
|
- Set the Name to your username followed by a dot (`.`), followed by your mod's name in PascalCase (no spaces, new words have capital letters). So for example if my username was "Test" and my mod's name was "Really Cool Addon", I would name the repo `Test.ReallyCoolAddon`.
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||||||
- The description is what will appear in the mod manager under the mod's name, you can always edit this later
|
- The description is what will appear in the mod manager under the mod's name, you can always edit this later
|
||||||
- You can set the visibility to what you want; But when you go to publish your mod, it will need to be public
|
- You can set the visibility to what you want; But when you go to publish your mod, it will need to be public
|
||||||
|
|
||||||
### Open The Project
|
### Open The Project
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||||||
|
|
||||||
@ -123,16 +123,16 @@ Now clone the repository to your local computer and open it in your favorite edi
|
|||||||
|
|
||||||
### Project Layout
|
### Project Layout
|
||||||
|
|
||||||
- .github: This folder contains special files for use on GitHub, they aren't useful right now but will be when we go to publish the mod
|
- .github: This folder contains special files for use on GitHub, they aren't useful right now but will be when we go to publish the mod
|
||||||
- planets: This folder contains a single example config file that destroys the Quantum Moon, we'll keep it for now so we can test our addon later.
|
- planets: This folder contains a single example config file that destroys the Quantum Moon, we'll keep it for now so we can test our addon later.
|
||||||
- .gitattributes: This is another file that will be useful when publishing
|
- .gitattributes: This is another file that will be useful when publishing
|
||||||
- default-config.json: This file is used in C#-based mods to allow a custom options menu, New Horizons doesn't support a custom options menu, but we still need the file here in order for the addon to work.
|
- default-config.json: This file is used in C#-based mods to allow a custom options menu, New Horizons doesn't support a custom options menu, but we still need the file here in order for the addon to work.
|
||||||
- manifest.json: This is the first file we're going to edit, we need to fill it out with information about our mod
|
- manifest.json: This is the first file we're going to edit, we need to fill it out with information about our mod
|
||||||
- First you're going to set `author` to your author name, this should be the same name that you used when creating the GitHub repo.
|
- First you're going to set `author` to your author name, this should be the same name that you used when creating the GitHub repo.
|
||||||
- Next, set `name` to the name you want to appear in the mod manager and website.
|
- Next, set `name` to the name you want to appear in the mod manager and website.
|
||||||
- Now set `uniqueName` to the name of your GitHub Repo.
|
- Now set `uniqueName` to the name of your GitHub Repo.
|
||||||
- You can leave `version`, `owmlVersion`, and `dependencies` alone
|
- You can leave `version`, `owmlVersion`, and `dependencies` alone
|
||||||
- NewHorizonsConfig.dll: This is the heart of your addon, make sure to never move or rename it.
|
- NewHorizonsConfig.dll: This is the heart of your addon, make sure to never move or rename it.
|
||||||
|
|
||||||
### Testing The Addon
|
### Testing The Addon
|
||||||
|
|
||||||
|
|||||||
@ -31,17 +31,17 @@ rectangular-to-polar coordinate transformation, useful for fixing abnormalities
|
|||||||
|
|
||||||
These mods are useful when developing your addon
|
These mods are useful when developing your addon
|
||||||
|
|
||||||
- [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer) - Used to find the paths of game objects for copying and can be used to manually position props, ship log entries, and more.
|
- [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer) - Used to find the paths of game objects for copying and can be used to manually position props, ship log entries, and more.
|
||||||
- [Collider Visualizer](https://outerwildsmods.com/mods/collidervisualizer) - Useful when creating dialogue triggers or reveal volumes.
|
- [Collider Visualizer](https://outerwildsmods.com/mods/collidervisualizer) - Useful when creating dialogue triggers or reveal volumes.
|
||||||
- [Save Editor](https://outerwildsmods.com/mods/saveeditor) - Useful when creating a custom [ship log](/ship-log), can be used to reveal all custom facts so you can see them in the ship's computer.
|
- [Save Editor](https://outerwildsmods.com/mods/saveeditor) - Useful when creating a custom [ship log](/ship-log), can be used to reveal all custom facts so you can see them in the ship's computer.
|
||||||
- [Time Saver](https://outerwildsmods.com/mods/timesaver/) - Lets you skip some repeated cutscenes and get into the game faster.
|
- [Time Saver](https://outerwildsmods.com/mods/timesaver/) - Lets you skip some repeated cutscenes and get into the game faster.
|
||||||
|
|
||||||
## Helpful Tools
|
## Helpful Tools
|
||||||
|
|
||||||
These tools/references are highly recommended
|
These tools/references are highly recommended
|
||||||
|
|
||||||
- [VSCode](https://code.visualstudio.com/)
|
- [VSCode](https://code.visualstudio.com/)
|
||||||
- [VSCode XML Addon](https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml)
|
- [VSCode XML Addon](https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml)
|
||||||
- [XML Basics Tutorial](https://www.w3schools.com/xml/xml_whatis.asp)
|
- [XML Basics Tutorial](https://www.w3schools.com/xml/xml_whatis.asp)
|
||||||
- [JSON Basics Tutorial](https://www.tutorialspoint.com/json/index.htm)
|
- [JSON Basics Tutorial](https://www.tutorialspoint.com/json/index.htm)
|
||||||
- [The Examples Mod](https://github.com/xen-42/ow-new-horizons-examples)
|
- [The Examples Mod](https://github.com/xen-42/ow-new-horizons-examples)
|
||||||
|
|||||||
2
docs/src/env.d.ts
vendored
2
docs/src/env.d.ts
vendored
@ -1,2 +1,2 @@
|
|||||||
/// <reference path="../.astro/types.d.ts" />
|
/// <reference path="../.astro/types.d.ts" />
|
||||||
/// <reference types="astro/client-image" />
|
/// <reference types="astro/client" />
|
||||||
|
|||||||
@ -1,19 +1,17 @@
|
|||||||
import { Schema, SchemaTools } from "./schema_utils";
|
import { Schema, SchemaTools } from "./schema_utils";
|
||||||
import * as fs from "node:fs";
|
import * as fs from "node:fs";
|
||||||
|
|
||||||
|
|
||||||
const addFrontmatter = (content: string, frontmatter: Record<string, boolean | string>) => {
|
const addFrontmatter = (content: string, frontmatter: Record<string, boolean | string>) => {
|
||||||
const entries = Object.entries(frontmatter).map(([key, value]) => `${key}: ${value}`)
|
const entries = Object.entries(frontmatter).map(([key, value]) => `${key}: ${value}`);
|
||||||
|
|
||||||
if (entries.length === 0) {
|
if (entries.length === 0) {
|
||||||
return content
|
return content;
|
||||||
}
|
}
|
||||||
|
|
||||||
return `---\n${entries.join('\n')}\n---\n\n${content}`
|
return `---\n${entries.join("\n")}\n---\n\n${content}`;
|
||||||
}
|
};
|
||||||
|
|
||||||
export const generateSchema = (fileName: string) => {
|
export const generateSchema = (fileName: string) => {
|
||||||
|
|
||||||
const schema = SchemaTools.readSchema(fileName);
|
const schema = SchemaTools.readSchema(fileName);
|
||||||
|
|
||||||
const dir = `src/content/docs/schemas/${schema.slug}`;
|
const dir = `src/content/docs/schemas/${schema.slug}`;
|
||||||
@ -28,8 +26,7 @@ export const generateSchema = (fileName: string) => {
|
|||||||
editUrl: false
|
editUrl: false
|
||||||
};
|
};
|
||||||
|
|
||||||
const content = `import Schema from "/src/components/Schemas/Schema.astro";\n\n<Schema fileName="${schema.fileName}" />\n`
|
const content = `import Schema from "/src/components/Schemas/Schema.astro";\n\n<Schema fileName="${schema.fileName}" />\n`;
|
||||||
|
|
||||||
fs.writeFileSync(`${dir}/index.mdx`, addFrontmatter(content, frontMatter))
|
|
||||||
|
|
||||||
|
fs.writeFileSync(`${dir}/index.mdx`, addFrontmatter(content, frontMatter));
|
||||||
};
|
};
|
||||||
|
|||||||
@ -167,7 +167,7 @@ export const SchemaTools = {
|
|||||||
type: "JSON",
|
type: "JSON",
|
||||||
val: { title: key, ...val }
|
val: { title: key, ...val }
|
||||||
}
|
}
|
||||||
} as Schema)
|
}) as Schema
|
||||||
);
|
);
|
||||||
case "XML":
|
case "XML":
|
||||||
let node = schema.internalSchema.val;
|
let node = schema.internalSchema.val;
|
||||||
@ -190,7 +190,7 @@ export const SchemaTools = {
|
|||||||
type: "XML",
|
type: "XML",
|
||||||
val: d
|
val: d
|
||||||
}
|
}
|
||||||
} as Schema)
|
}) as Schema
|
||||||
);
|
);
|
||||||
} else {
|
} else {
|
||||||
return [];
|
return [];
|
||||||
|
|||||||
@ -1,3 +1,3 @@
|
|||||||
{
|
{
|
||||||
"extends": "astro/tsconfigs/strict"
|
"extends": "astro/tsconfigs/strict"
|
||||||
}
|
}
|
||||||
Loading…
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Reference in New Issue
Block a user