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-rw-r--r--docs/release-notes.md5
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs18
2 files changed, 22 insertions, 1 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 9ac52ab1..ab47b5c7 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -13,7 +13,10 @@
* For modders:
* Added support for `.json` data files in the content API (including Content Patcher).
- * Fixed changes through the content API not propagating correctly for dialogue and child sprites.
+ * Added automatic propagation when changing assets through the content API for...
+ * child sprites;
+ * dialogue;
+ * map tilesheets.
* Added `--mods-path` command-line argument to allow switching between mod folders.
* All enums are now JSON-serialised by name, since that's more user-friendly. Previously only certain predefined enums were serialised that way. JSON files which already have integer enums will still be parsed fine.
* Fixed false compatibility error when constructing multidimensional arrays.
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index e9d66975..8487b6be 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -13,6 +13,7 @@ using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Projectiles;
using StardewValley.TerrainFeatures;
+using xTile.Tiles;
namespace StardewModdingAPI.Metadata
{
@@ -63,6 +64,23 @@ namespace StardewModdingAPI.Metadata
/// <returns>Returns any non-null value to indicate an asset was loaded.</returns>
private object PropagateImpl(LocalizedContentManager content, string key)
{
+ /****
+ ** Special case: current map tilesheet
+ ** We only need to do this for the current location, since tilesheets are reloaded when you enter a location.
+ ** Just in case, we should still propagate by key even if a tilesheet is matched.
+ ****/
+ if (Game1.currentLocation?.map?.TileSheets != null)
+ {
+ foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
+ {
+ if (this.GetNormalisedPath(tilesheet.ImageSource) == key)
+ Game1.mapDisplayDevice.LoadTileSheet(tilesheet);
+ }
+ }
+
+ /****
+ ** Propagate by key
+ ****/
Reflector reflection = this.Reflection;
switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically
{