summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-12-03 19:53:22 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-12-03 19:53:22 -0500
commit6df3b0b8148377fc01a6000043deb2960adcaead (patch)
tree359cbb668eb956b5ba95ff2ca1f4a1f48e441ffe
parente4416925f9b4d1deac521c62918d008076ac6b05 (diff)
downloadSMAPI-6df3b0b8148377fc01a6000043deb2960adcaead.tar.gz
SMAPI-6df3b0b8148377fc01a6000043deb2960adcaead.tar.bz2
SMAPI-6df3b0b8148377fc01a6000043deb2960adcaead.zip
update for Stardew Valley 1.5.5 hotfix
-rw-r--r--docs/release-notes.md1
-rw-r--r--src/SMAPI/Framework/SGame.cs8
2 files changed, 5 insertions, 4 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 09bbf832..3f13b4e2 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -4,6 +4,7 @@
## Upcoming version
* For players:
* You no longer need .NET 5 to run the SMAPI installer.
+ * Updated for the Stardew Valley 1.5.5 hotfix on 2021-12-03.
* For SMAPI maintainers:
* Added a new [scripted release package process](technical/smapi.md), which removes the need to compile SMAPI on multiple platforms and manually combine them.
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 898ed1f5..104cf330 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -776,10 +776,10 @@ namespace StardewModdingAPI.Framework
}
if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
{
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, GameRunner.MaxTextureSize), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, GameRunner.MaxTextureSize)), Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Game1.viewport.X, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Game1.viewport.Y), Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64)), Color.Black);
}
Game1.spriteBatch.End();
Game1.PushUIMode();