diff options
-rw-r--r-- | docs/release-notes.md | 3 | ||||
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 25 |
2 files changed, 25 insertions, 3 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index e5cac9e0..82913873 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -13,8 +13,9 @@ * Fixed error running `install on Windows.bat` in very rare cases. * For modders: - * Fixed SMAPI toolkit defaulting the mod type incorrectly if a mod's `manifest.json` has neither `EntryDll` nor `ContentPackFor`. This only affects external tools, since SMAPI itself validates those fields separately. + * Fixed asset propagation for `TileSheets/ChairTiles` not changing existing map seats. * Fixed edge case when playing in non-English where translatable assets loaded via `IAssetLoader` would no longer be applied after returning to the title screen unless manually invalidated from the cache. + * Fixed SMAPI toolkit defaulting the mod type incorrectly if a mod's `manifest.json` has neither `EntryDll` nor `ContentPackFor`. This only affects external tools, since SMAPI itself validates those fields separately. * For the ErrorHandler mod: * Added early detection of disposed textures so the crash stack trace shows the actual code which used them. diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index e2a28c62..5fb1b10d 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -452,8 +452,7 @@ namespace StardewModdingAPI.Metadata return true; case "tilesheets\\chairtiles": // Game1.LoadContent - MapSeat.mapChairTexture = content.Load<Texture2D>(key); - return true; + return this.ReloadChairTiles(content, key); case "tilesheets\\craftables": // Game1.LoadContent Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); @@ -691,6 +690,28 @@ namespace StardewModdingAPI.Metadata return false; } + /// <summary>Reload map seat textures.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadChairTiles(LocalizedContentManager content, string key) + { + MapSeat.mapChairTexture = content.Load<Texture2D>(key); + + foreach (var location in this.GetLocations()) + { + foreach (MapSeat seat in location.mapSeats.Where(p => p != null)) + { + string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile); + + if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase)) + seat.overlayTexture = MapSeat.mapChairTexture; + } + } + + return true; + } + /// <summary>Reload critter textures.</summary> /// <param name="content">The content manager through which to reload the asset.</param> /// <param name="key">The asset key to reload.</param> |