Credits page

This commit is contained in:
2026-09-25 17:52:59 -03:00
parent e6f5db8a89
commit a469202959
9 changed files with 793 additions and 11 deletions
+3 -2
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@@ -137,7 +137,7 @@ Only `manifest.json` is required. Data folders can have subfolders, with one def
| `scripts.server` | no | Server entry. Never sent to clients. |
| `scripts.client` | no | Client entry, sent to every player. |
| `scripts.worldgen` | no | Worldgen entry, sent to every player and also run on the server. |
| `credits` | no | A markdown file in the mod, shown on the About page. For asset licenses and thanks. |
| `credits` | no | A markdown file in the mod, shown on the Credits screen. For asset licenses and thanks. |
Scripts can be `.js` or `.ts`. The build bundles each entry separately into one ES module. Code imported by both the
server and client entries is copied into both bundles, so **don't import secrets into shared code**. Anything the client
@@ -1127,7 +1127,8 @@ loading mods (the base game and the template), their scripts and worldgen, saves
the same name.
- Rename engine asset keys like `bworld:ui` and `bworld:m6x11` in `client/main.ts` to `engine:`, so `bworld:` only means
content.
- The About page shows the engine's `assets/ASSETS.md` plus every loaded mod's credits.
- The Credits screen (title screen and pause menu) shows the engine's `assets/ASSETS.md` plus every loaded mod's credits.
_Done._ Credits are published next to the mod's data and checked by hash like everything else.
- The server refuses to start without a terrain generator, naming the mods that could provide one.
### Done when