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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-08-18 01:00:11 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 19:13:35 -0400
commit1003116f7f95d149b350642db8da2464d9ed9954 (patch)
tree4e74bb2507f734dc900206a42384e84e832bf3ae /docs
parent9828f32bf7d49bbf660d394857dfa0394880fb41 (diff)
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fix asset changes not affecting cached asset loads in a specific case
Diffstat (limited to 'docs')
-rw-r--r--docs/release-notes.md1
1 files changed, 1 insertions, 0 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 5f964cfd..01b48998 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -59,6 +59,7 @@ These changes have not been released yet.
* Removed the `Monitor.ExitGameImmediately` method.
* Updated dependencies (including Json.NET 11.0.2 → 12.0.2, Mono.Cecil 0.10.1 → 0.10.4).
* Fixed issue where mod changes weren't tracked correctly for raising events in some cases. Events now reflect a frozen snapshot of the game state, and any mod changes are reflected in the next event tick.
+ * Fixed issue where, when a mod's `IAssetEditor` uses `asset.ReplaceWith` on a texture asset while playing in non-English, any changes from that point won't affect subsequent cached asset loads.
* Fixed `LoadStageChanged` event not raising correct flags in some cases when creating a new save.
## 2.11.3