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@@ -209,7 +209,7 @@ If you need help with these, don't hesitate to reach out to me (see the top of t
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3. Add the asset to the [`assets/resources.json`](./assets/resources.json) file by following the format of the other entries.
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If the path begins with a slash, it will start at the project root (where package.json is), otherwise it will start at the `assets` folder.
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The path string or all values in the object of each resource will be passed through the function `resolveResourceVal()` in [`src/tools/post-build.ts`](./src/tools/post-build.ts) to resolve placeholders like `$BRANCH`. View all replacements by looking up that function.
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- 4. The asset will be immediately available in the userscript after the next build and the `@resource` directive will automatically point at the locally served asset or the GitHub CDN, depending on the build mode and if the asset key matches a pattern in `alwaysExternalAssetPatterns` in the `assets/resources.json` file.
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+ 4. The asset will be immediately available in the userscript after the next build and the `@resource` directive will automatically point at the locally served asset or the GitHub CDN, depending on the build mode and if the asset key matches the `externalAssetPattern` in the `assets/resources.json` file.
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5. If the asset is an SVG icon, it will be included in the file `assets/spritesheet.svg` so it can be referenced without needing to be fetched every time it's used. This spritesheet needs to be committed before the build, find out why in the next step.
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6. **When committing, make sure to commit the assets first, then rebuild the userscript and make a second commit.**
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This needs to be done because the build script at `src/tools/post-build.ts` will use the *previous* commit hash to create version-independent URLs for the assets. These will continue to work in the future, instead of pointing to an ever-changing branch where files could be moved, renamed or deleted at any time.
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