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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-03-22 23:00:18 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-03-22 23:00:18 -0400
commitb07d2340a9a6da22ee0fd95f2c6ccca3939cb7ab (patch)
treec61a7108ff66071b9b6feb5446c6bd3e14ba8182 /docs/release-notes.md
parentd3fbdf484a4d90365a55fb5058d75a8623f17d0f (diff)
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encapsulate & cache asset operation groups (#766)
This is needed for the upcoming Stardew Valley 1.6 to avoid duplicate checks between DoesAssetExist and Load calls, and to make sure the answer doesn't change between them.
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* Added `Constants.ContentPath`.
* Added `IAssetName Name` field to the info received by `IAssetEditor` and `IAssetLoader` methods.
_This adds methods for working with asset names, parsed locales, etc._
+ * If an asset is loaded multiple times in the same tick, `IAssetLoader.CanLoad` and `IAssetEditor.CanEdit` are now cached unless invalidated via `helper.Content.InvalidateCache`.
* Fixed the `SDate` constructor being case-sensitive.
* Fixed support for using locale codes from custom languages in asset names (e.g. `Data/Achievements.eo-EU`).
* Fixed issue where suppressing `[Left|Right]Thumbstick[Down|Left]` keys would suppress the opposite direction instead.