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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-08-29 23:06:08 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-08-29 23:06:08 -0400 |
commit | a13c994e8b2573e7a8be5a77a8e348f1171dbc55 (patch) | |
tree | 583c476080e061afe6d04db7163284ec53b67271 /src/SMAPI/Framework/ContentManagers/ModContentManager.cs | |
parent | 097df9076d0ab189ca9fe84cc4f61d52b607376a (diff) | |
download | SMAPI-a13c994e8b2573e7a8be5a77a8e348f1171dbc55.tar.gz SMAPI-a13c994e8b2573e7a8be5a77a8e348f1171dbc55.tar.bz2 SMAPI-a13c994e8b2573e7a8be5a77a8e348f1171dbc55.zip |
format code
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 26ddb067..12d672cf 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -250,7 +250,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue) continue; // no need to change fully transparent/opaque pixels - data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4()) + data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4()) } texture.SetData(data); @@ -275,12 +275,12 @@ namespace StardewModdingAPI.Framework.ContentManagers /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded /// as-is relative to the <c>Content</c> folder. /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix. - /// + /// /// That logic doesn't work well in our case, mainly because we have no location metadata at this point. /// Instead we use a more heuristic approach: check relative to the map file first, then relative to /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a /// seasonal variation and then an exact match. - /// + /// /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference. /// </remarks> private void FixCustomTilesheetPaths(Map map, string relativeMapPath) |