The RPG Maker MV 1.5.0 update is out.
Seems like a lot of new functions have been added and some of the old ones are now obsolete. I’ll run some various tests with my plugins to see if they’re still compatible. So until then, hold on tight before updating to 1.5.0.
UPDATE: Based off what I can see for now, the update is stable for the most part. However, the new image reservation system will allow maps, battles, and such to load before all the images are ready. The new image reservation system, based off what I can see, also loads images a lot slower than the old system, though I image the reservation system has mostly been updated for the sake of mobile devices. I’ll have to see what I can do to remedy this.
Other than that, moving to MV 1.5.0 should be safe! Green light lit. 😀
The following below will be code changes made to the RPG Maker MV source for anyone who is interested:
rpg_core.js
- Utils.isSupportPassiveEvent new function added
- ImageCache added and respective functions
- iOS memory function updates for reusing images
- Bitmap.prototype.initialize split into new functions for iOS memory function update
- Bitmap.load split into new functions for iOS memory function update
- Bitmap.prototype.isReady and Bitmap.prototype.isError now has extra checks
- Bitmap properties updated for Pixi4.4
- Bitmap.prototype.addLoadListener updated as per updated ready functions
- Bitmap.prototype.addLoadListener updated as per updated listener functions
- Bitmap.request new function added
- Graphics.initialize updated with new variables added
- Graphics._setupCssFontLoading new function added
- Graphics.render updated
- Graphics.printLoadingError new function added
- Graphics.isFontLoaded updated
- Graphics.playVideo updated
- Graphics._createVideo updated
- Graphics._createRenderer updated
- Graphics._onVideoLoad updated
- Graphics._onVideoError updated
- Graphics._setupEventHandlers updated with new listener functions
- Input._onKeyDown updated
- TouchInput._setupEventHandlers updated
- Sprite.prototype.setFrame updated
- Sprite.prototype._onBitmapLoad updated
- Sprite.prototype._renderCanvas updated
- Sprite.prototype._renderWebGL updated
- ShaderTilemap.prototype._hackRenderer updated
- WindowLayer.prototype.renderWebGL updated
- WindowLayer.prototype._maskWindow updated
- WebAudio._standAlone new function added
- WebAudio._createMasterGainNode updated
- WebAudio._fadeIn updated
- WebAudio._fadeOut updated
- WebAudio.prototype.fadeOut updated
- WebAudio.prototype._load updated
- WebAudio.prototype._createNodes updated
- JsonEx.stringify updated
- JsonEx.parse updated
- JsonEx._encode updated
- JsonEx._decode updated
- Decrypter.decryptImg updated
- ResourceHandler new class
rpg_managers.js
- DataManager.loadDataFile updated
- DataManager.loadMapData updated
- DataManager.loadSavefileImage updated with function rename
- ImageManager._imageCache, ImageManager._requestQueue, ImageManager._systemReservationId, ImageManager._generateCacheKey newly added
- ImageManager.loadEmptyBitmap updated with function rename
- ImageManager.loadNormalBitmap updated with function rename
- ImageManager.clear updated with new ImageCache
- ImageManager.isReady updated with new ImageCache
- New functions (renamed):
ImageManager.reserveAnimation
ImageManager.reserveBattleback1
ImageManager.reserveBattleback2
ImageManager.reserveEnemy
ImageManager.reserveCharacter
ImageManager.reserveFace
ImageManager.reserveParallax
ImageManager.reservePicture
ImageManager.reserveSvActor
ImageManager.reserveSvEnemy
ImageManager.reserveSystem
ImageManager.reserveTileset
ImageManager.reserveTitle1
ImageManager.reserveTitle2
ImageManager.reserveBitmap
ImageManager.reserveNormalBitmap
ImageManager.releaseReservation
ImageManager.setDefaultReservationId
ImageManager.requestAnimation
ImageManager.requestBattleback1
ImageManager.requestBattleback2
ImageManager.requestEnemy
ImageManager.requestCharacter
ImageManager.requestFace
ImageManager.requestParallax
ImageManager.requestPicture
ImageManager.requestSvActor
ImageManager.requestSvEnemy
ImageManager.requestSystem
ImageManager.requestTileset
ImageManager.requestTitle1
ImageManager.requestTitle2
ImageManager.requestBitmap - ImageManager.requestNormalBitmap new function
- ImageManager.update new function
- ImageManager.clearRequest new function
- AudioManager._masterVolume added
- SceneManager._getTimeInMs renamed to SceneManager._getTimeInMsWithoutMobileSafari
- SceneManager.preferableRendererType updated per new graphics updates
- SceneManager.update added new updatemanagers
- SceneManager.updateMain updated for the new SceneManager._getTimeInMsWithoutMobileSafari
- SceneManager.updateManagers updated to utilize ImageManager.update() function
- SceneManager.changeScene updated with new reservation system
- SceneManager.resume new function added
rpg_objects.js
- Game_System.prototype.saveWalkingBgm2 new function added
- Game_Message.prototype.allText updated
- Game_Map.prototype.autoplay updated for vehicle bgm to take into consideration the new Game_System.prototype.saveWalkingBgm2 function
- Game_Character.prototype.findDirectionTo updated
- Game_Interpreter.prototype.setup updated to now request images at the start
- Game_Interpreter.prototype.command282 (change tileset) updated per the new image reservation system
- Game_Interpreter.requestImages new function added to preload images that will be used by the event
rpg_scenes.js
- Scene_Base.prototype.initialize updated with new reservation system
- Scene_Base.prototype.attachReservation new function added
- Scene_Base.prototype.detachReservation new function added
- Scene_Base.prototype.update no longer checks audio errors
- Scene_Boot.prototype.loadSystemWindowImage updated now to reserve images instead of loading them
- Scene_Boot.loadSystemImages updated now to reserve images instead of loading them
- Scene_Boot.prototype.isGameFontLoaded updated now with CSS and elapsed loading time increased from 20 seconds to 60 seconds
- Scene_Map.prototype.terminate updated now to clear requests
- Scene_Menu.prototype.createStatusWindow updated now to reserve face images
- Scene_Skill.prototype.start new function added
- Scene_Skill.prototype.createStatusWindow updated now to reserve face images
- Scene_Status.prototype.create updated now to reserve face images
- Scene_Status.prototype.start new function added
- Scene_Battle.prototype.terminate now clears images used
rpg_sprites.js
- Sprite_Animation.prototype.isReady uses new image ready system
- Sprite_Animation.prototype.updateCellSprite updated
rpg_windows.js
- Window_Base.prototype.reserveFaceImages new function added
- Window_MenuStatus.prototype.initialize no longer loads images
- Window_MenuStatus.prototype.loadImages now uses reserve image functions
- Window_Status.prototype.initialize updated to have an initial null actor
- Window_NameEdit.prototype.initialize now uses reserve image functions
- Window_Message.prototype.initMembers updated with Utils.generateRuntimeId() function added
- Window_Message.prototype.updateLoading now uses image ready system
- Window_Message.prototype.loadMessageFace now uses reserve image functions
- Window_Message.prototype.drawMessageFace updated with reserve image functions
And that’s all, folks!