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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-25 21:36:58 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-25 21:36:58 -0400
commit8fd087d8cdade7c1c3f0c5e22037b1c314c7517f (patch)
tree855bc60e8f94d8b2b503e462023495944aeca609
parent7f210cd7b0717cd0ca242ceb730846847a356796 (diff)
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update release notes for map changes
-rw-r--r--release-notes.md8
1 files changed, 6 insertions, 2 deletions
diff --git a/release-notes.md b/release-notes.md
index 1a4bf67c..fd69e1c7 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -23,8 +23,12 @@ For players:
* Fixed rare crash when window loses focus for a few players.
For modders:
+* You can now add dependencies to `manifest.json`.
+ <small>_SMAPI will make sure your dependencies are loaded before your mod, and will show a friendly error if a dependency is missing._</small>
+* You can now load unpacked `.tbin` files from your mod folder through the content API.
+* SMAPI now automatically fixes tilesheet references for maps loaded from the mod folder.
+ <small>_When loading a map from the mod folder, SMAPI will automatically use tilesheets relative to the map file if they exists. Otherwise it will default to tilesheets in the game content._</small>
* Added `Context.IsInDrawLoop` for specialised mods.
-* You can now list mod dependencies in the `manifest.json`. SMAPI will make sure your dependencies are loaded before your mod, and will show a friendly error if a dependency is missing.
* Fixed `smapi-crash.txt` being copied from the default log even if a different path is specified with `--log-path`.
## 1.13.1
@@ -48,7 +52,7 @@ For players:
For mod developers:
* Added a `Context.IsWorldReady` flag for mods to use.
- _<small>This indicates whether a save is loaded and the world is finished initialising, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick).</small>_
+ <small>_This indicates whether a save is loaded and the world is finished initialising, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick)._</small>
* Added a `debug` console command which lets you run the game's debug commands (e.g. `debug warp FarmHouse 1 1` warps you to the farmhouse).
* Added basic context info to logs to simplify troubleshooting.
* Added a `Mod.Dispose` method which can be overriden to clean up before exit. This method isn't guaranteed to be called on every exit.