RPG Maker MV 1.5.0 Update!

Download Now Version 1.5.0


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

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