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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-07 13:06:27 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-07 13:06:27 -0400
commit5e43bdbf5cd6dbab36c25287c85d42ccfeea2c83 (patch)
tree0a42305174eb84561a584549cd685c5e95670f36 /src/SMAPI/Framework/ContentManagers
parent8da88b8fe5b41739c5cd0df3280b9770fc7f10a4 (diff)
parentf9fac11028354f15d786d5b854608edb10716f79 (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers')
-rw-r--r--src/SMAPI/Framework/ContentManagers/BaseContentManager.cs2
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs6
2 files changed, 4 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
index a8de013a..6bc3a505 100644
--- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
@@ -76,7 +76,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
/// <param name="isNamespaced">Whether this content manager handles managed asset keys (e.g. to load assets from a mod folder).</param>
protected BaseContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, bool isNamespaced)
- : base(serviceProvider, rootDirectory, currentCulture)
+ : base(serviceProvider, rootDirectory, currentCulture)
{
// init
this.Name = name;
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)