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Diffstat (limited to 'docs')
-rw-r--r-- | docs/release-notes.md | 47 | ||||
-rw-r--r-- | docs/technical/mod-package.md | 442 | ||||
-rw-r--r-- | docs/technical/smapi.md | 15 |
3 files changed, 327 insertions, 177 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index c6123bac..4671ba95 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -7,12 +7,45 @@ * Migrated to Harmony 2.0 (see [_migrate to Harmony 2.0_](https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0) for more info). --> +## 3.7 +Released 07 September 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/41341767). + +* For players: + * Added heuristic compatibility rewrites. (This improves mod compatibility with Android and future game updates.) + * Tweaked the rules for showing update alerts (see _for SMAPI developers_ below for details). + * Simplified the error shown for duplicate mods. + * Fixed crossplatform compatibility for mods which use the `[HarmonyPatch(type)]` attribute (thanks to spacechase0!). + * Fixed map tile rotation broken when you return to the title screen and reload a save. + * Fixed broken URL in update alerts for unofficial versions. + * Fixed rare error when a mod adds/removes event handlers asynchronously. + * Fixed rare issue where the console showed incorrect colors when mods wrote to it asynchronously. + * Fixed SMAPI not always detecting broken field references in mod code. + * Removed the experimental `RewriteInParallel` option added in SMAPI 3.6 (it was already disabled by default). Unfortunately this caused intermittent and unpredictable errors when enabled. + * Internal changes to prepare for upcoming game updates. + +* For modders: + * Added `PathUtilities` to simplify working with file/asset names. + * You can now read/write `SDate` values to JSON (e.g. for `config.json`, network mod messages, etc). + * Fixed asset propagation not updating title menu buttons immediately on Linux/Mac. + +* For the web UI: + * Updated the JSON validator/schema for Content Patcher 1.16 and 1.17. + +* For SMAPI developers: + * The web API now returns an update alert in two new cases: any newer unofficial update (previously only shown if the mod was incompatible), and a newer prerelease version if the installed non-prerelease version is broken (previously only shown if the installed version was prerelease). + * Reorganised the SMAPI core to reduce coupling to game types like `Game1`, make it easier to navigate, and simplify future game updates. + * SMAPI now automatically fixes code broken by these changes in game code, so manual rewriters are no longer needed: + * reference to a method with new optional parameters; + * reference to a field replaced by a property; + * reference to a field replaced by a `const` field. + * `FieldReplaceRewriter` now supports mapping to a different target type. + ## 3.6.2 Released 02 August 2020 for Stardew Valley 1.4.1 or later. * For players: * Improved compatibility with some Linux terminals (thanks to jlaw and Spatterjaaay!). - * Fixed rare crash when a mod adds/removes an event handler from an event handler. + * Fixed rare error when a mod adds/removes an event handler from an event handler. * Fixed string sorting/comparison for some special characters. * For the Console Commands mod: @@ -31,7 +64,7 @@ Released 21 June 2020 for Stardew Valley 1.4.1 or later. * Fixed event priority sorting. ## 3.6 -Released 20 June 2020 for Stardew Valley 1.4.1 or later. +Released 20 June 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/38441800). * For players: * Added crossplatform compatibility for mods which use the `[HarmonyPatch(type)]` attribute. @@ -73,7 +106,7 @@ Released 20 June 2020 for Stardew Valley 1.4.1 or later. * Changed SMAPI's Harmony ID from `io.smapi` to `SMAPI` for readability in Harmony summaries. ## 3.5 -Released 27 April 2020 for Stardew Valley 1.4.1 or later. +Released 27 April 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/36471055). * For players: * SMAPI now prevents more game errors due to broken items, so you no longer need save editing to remove them. @@ -107,7 +140,7 @@ Released 24 March 2020 for Stardew Valley 1.4.1 or later. * Fixed mouse input suppression not working in SMAPI 3.4. ## 3.4 -Released 22 March 2020 for Stardew Valley 1.4.1 or later. +Released 22 March 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/35161371). * For players: * Fixed semi-transparency issues on Linux/Mac in recent versions of Mono (e.g. pink shadows). @@ -140,7 +173,7 @@ Released 22 February 2020 for Stardew Valley 1.4.1 or later. * Fixed errors with custom spouse room mods in SMAPI 3.3. ## 3.3 -Released 22 February 2020 for Stardew Valley 1.4.1 or later. +Released 22 February 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/34248719). * For players: * Improved performance for mods which load many images. @@ -174,7 +207,7 @@ Released 22 February 2020 for Stardew Valley 1.4.1 or later. * The SMAPI log now prefixes the OS name with `Android` on Android. ## 3.2 -Released 01 February 2020 for Stardew Valley 1.4.1 or later. +Released 01 February 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/33659728). * For players: * SMAPI now prevents crashes due to invalid schedule data. @@ -215,7 +248,7 @@ Released 01 February 2020 for Stardew Valley 1.4.1 or later. * Dropped API support for the pre-3.0 update-check format. ## 3.1 -Released 05 January 2019 for Stardew Valley 1.4.1 or later. +Released 05 January 2019 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/32904041). * For players: * Added separate group in 'skipped mods' list for broken dependencies, so it's easier to see what to fix first. diff --git a/docs/technical/mod-package.md b/docs/technical/mod-package.md index e771d7a9..26ef019f 100644 --- a/docs/technical/mod-package.md +++ b/docs/technical/mod-package.md @@ -6,16 +6,12 @@ for SMAPI mods and related tools. The package is fully compatible with Linux, Ma ## Contents * [Use](#use) * [Features](#features) - * [Detect game path](#detect-game-path) - * [Add assembly references](#add-assembly-references) - * [Copy files into the `Mods` folder and create release zip](#copy-files-into-the-mods-folder-and-create-release-zip) - * [Launch or debug game](#launch-or-debug-game) - * [Preconfigure common settings](#preconfigure-common-settings) - * [Add code warnings](#add-code-warnings) +* [Configure](#configure) * [Code warnings](#code-warnings) -* [Special cases](#special-cases) - * [Custom game path](#custom-game-path) - * [Non-mod projects](#non-mod-projects) +* [FAQs](#faqs) + * [How do I set the game path?](#custom-game-path) + * [How do I change which files are included in the mod deploy/zip?](#how-do-i-change-which-files-are-included-in-the-mod-deployzip) + * [Can I use the package for non-mod projects?](#can-i-use-the-package-for-non-mod-projects) * [For SMAPI developers](#for-smapi-developers) * [Release notes](#release-notes) @@ -27,133 +23,226 @@ for SMAPI mods and related tools. The package is fully compatible with Linux, Ma 5. Run the game to play with your mod. ## Features -The package automatically makes the changes listed below. In some cases you can configure how it -works by editing your mod's `.csproj` file, and adding the given properties between the first -`<PropertyGroup>` and `</PropertyGroup>` tags. - -### Detect game path -The package finds your game folder by scanning the default install paths and Windows registry. It -adds two MSBuild properties for use in your `.csproj` file if needed: - -property | description --------- | ----------- -`$(GamePath)` | The absolute path to the detected game folder. -`$(GameExecutableName)` | The game's executable name for the current OS (`Stardew Valley` on Windows, or `StardewValley` on Linux/Mac). - -If you get a build error saying it can't find your game, see [_custom game path_](#custom-game-path). - -### Add assembly references -The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or XNA -Framework (Windows). It automatically adjusts depending on which OS you're compiling it on. - -The assemblies aren't copied to the build output, since mods loaded by SMAPI won't need them. For -non-mod projects like unit tests, you can set this property: +The package includes several features to simplify mod development (see [_configure_](#configure) to +change how these work): + +* **Detect game path:** + The package automatically finds your game folder by scanning the default install paths and + Windows registry. It adds two MSBuild properties for use in your `.csproj` file if needed: + `$(GamePath)` and `$(GameExecutableName)`. + +* **Add assembly references:** + The package adds assembly references to SMAPI, Stardew Valley, xTile, and the game framework + (MonoGame on Linux/Mac, XNA Framework on Windows). It automatically adjusts depending on which OS + you're compiling it on. If you use [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony), + it can optionally add a reference to that too. + +* **Copy files into the `Mods` folder:** + The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n` + files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder (if + any), and [build output](https://stackoverflow.com/a/10828462/262123) into your game's `Mods` + folder when you rebuild the code, with a subfolder matching the mod's project name. That lets you + try the mod in-game right after building it. + +* **Create release zip:** + The package adds a zip file in your project's `bin` folder when you rebuild the code, in the + format recommended for uploading to mod sites like Nexus Mods. This includes the same files as + the previous feature. + +* **Launch or debug mod:** + On Windows only, the package configures Visual Studio so you can launch the game and attach a + debugger using _Debug > Start Debugging_ or _Debug > Start Without Debugging_. This lets you [set + breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019) + in your code while the game is running, or [make simple changes to the mod code without needing to + restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019). + This is disabled on Linux/Mac due to limitations with the Mono wrapper. + +* **Preconfigure common settings:** + The package automatically enables `.pdb` files (so error logs show line numbers to simplify + debugging), and enables support for the simplified SDK-style `.csproj` format. + +* **Add code warnings:** + The package runs code analysis on your mod and raises warnings for some common errors or + pitfalls. See [_code warnings_](#code-warnings) for more info. + +## Configure +### How to set options +You can configure the package by setting build properties, which are essentially tags like this: ```xml -<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput> +<PropertyGroup> + <ModFolderName>CustomModName</ModFolderName> + <EnableModDeploy>false</EnableModDeploy> +</PropertyGroup> ``` -If your mod uses [Harmony](https://github.com/pardeike/Harmony) (not recommended for most mods), -the package can add a reference to SMAPI's Harmony DLL for you: -```xml -<EnableHarmony>true</EnableHarmony> -``` - -### Copy files into the `Mods` folder and create release zip -<dl> -<dt>Files considered part of your mod</dt> -<dd> +There are two places you can put them: -These files are selected by default: `manifest.json`, -[`i18n` files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder -(if any), and all files in the build output. You can select custom files by [adding them to the -build output](https://stackoverflow.com/a/10828462/262123). (If your project references another mod, -make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).) +* **Global properties** apply to every mod project you open on your computer. That's recommended + for properties you want to set for all mods (e.g. a custom game path). Here's where to put them: -You can deselect a file by removing it from the build output. For a default file, you can set the -property below to a comma-delimited list of regex patterns to ignore. For crossplatform -compatibility, you should replace path delimiters with `[/\\]`. + 1. Open the home folder on your computer (see instructions for + [Linux](https://superuser.com/questions/409218/where-is-my-users-home-folder-in-ubuntu), + [MacOS](https://www.cnet.com/how-to/how-to-find-your-macs-home-folder-and-add-it-to-finder/), + or [Windows](https://www.computerhope.com/issues/ch000109.htm)). + 2. Create a `stardewvalley.targets` file with this content: + ```xml + <Project> + <PropertyGroup> + </PropertyGroup> + </Project> + ``` + 3. Add the properties between the `<PropertyGroup>` and `</PropertyGroup>`. + +* **Project properties** apply to a specific project. This is mainly useful for mod-specific + options like the mod name. Here's where to put them: + + 1. Open the folder containing your mod's source code. + 2. Open the `.csproj` file in a text editor (Notepad is fine). + 3. Add the properties between the first `<PropertyGroup>` and `</PropertyGroup>` tags you find. + +### Available properties +These are the options you can set: + +<ul> +<li>Game properties: +<table> +<tr> + <th>property</th> + <th>effect</th> +</tr> +<tr> +<td><code>GamePath</code></td> +<td> + +The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to +change it. + +</td> +</tr> +<tr> +<td><code>GameModsPath</code></td> +<td> + +The absolute path to the folder containing the game's installed mods (defaults to +`$(GamePath)/Mods`), used when deploying the mod files. + +</td> +</tr> +<tr> +<td><code>GameExecutableName</code></td> +<td> + +The filename for the game's executable (i.e. `StardewValley.exe` on Linux/Mac or +`Stardew Valley.exe` on Windows). This is auto-detected, and you should almost never change this. + +</td> +</tr> +</table> +</li> + +<li>Mod build properties: +<table> +<tr> + <th>property</th> + <th>effect</th> +</tr> +<tr> +<td><code>EnableHarmony</code></td> +<td> + +Whether to add a reference to [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony) +(default `false`). This is only needed if you use Harmony. + +</td> +</tr> +<tr> +<td><code>EnableModDeploy</code></td> +<td> + +Whether to copy the mod files into your game's `Mods` folder (default `true`). + +</td> +</tr> +<tr> +<td><code>EnableModZip</code></td> +<td> + +Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`). + +</td> +</tr> +<tr> +<td><code>ModFolderName</code></td> +<td> + +The mod name for its folder under `Mods` and its release zip (defaults to the project name). + +</td> +</tr> +<tr> +<td><code>ModZipPath</code></td> +<td> + +The folder path where the release zip is created (defaults to the project's `bin` folder). + +</td> +</tr> +</table> +</li> + +<li>Specialized properties: +<table> +<tr> + <th>property</th> + <th>effect</th> +</tr> +<tr> +<td><code>CopyModReferencesToBuildOutput</code></td> +<td> + +Whether to copy game and framework DLLs into the mod folder (default `false`). This is useful for +unit test projects, but not needed for mods that'll be run through SMAPI. + +</td> +</tr> +<tr> +<td><code>EnableGameDebugging</code></td> +<td> + +Whether to configure the project so you can launch or debug the game through the _Debug_ menu in +Visual Studio (default `true`). There's usually no reason to change this, unless it's a unit test +project. + +</td> +</tr> +<tr> +<td><code>IgnoreModFilePatterns</code></td> +<td> + +A comma-delimited list of regex patterns matching files to ignore when deploying or zipping the mod +files (default empty). For crossplatform compatibility, you should replace path delimiters with `[/\\]`. + +For example, this excludes all `.txt` and `.pdf` files, as well as the `assets/paths.png` file: ```xml <IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns> ``` -</dd> -<dt>Copy files into the `Mods` folder</dt> -<dd> - -The package copies the selected files into your game's `Mods` folder when you rebuild the code, -with a subfolder matching the mod's project name. - -You can change the folder name: -```xml -<ModFolderName>YourModName</ModFolderName> -``` - -Or disable deploying the files: -```xml -<EnableModDeploy>false</EnableModDeploy> -``` - -</dd> -<dt>Create release zip</dt> -<dd> - -The package adds a zip file in your project's `bin` folder when you rebuild the code, in the format -recommended for sites like Nexus Mods. The zip filename can be changed using `ModFolderName` above. - -You can change the folder path where the zip is created: -```xml -<ModZipPath>$(SolutionDir)\_releases</ModZipPath> -``` - -Or disable zip creation: -```xml -<EnableModZip>false</EnableModZip> -``` - -</dd> -</dl> - -### Launch or debug game -On Windows only, the package configures Visual Studio so you can launch the game and attach a -debugger using _Debug > Start Debugging_ or _Debug > Start Without Debugging_. This lets you [set -breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019) -in your code while the game is running, or [make simple changes to the mod code without needing to -restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019). - -This is disabled on Linux/Mac due to limitations with the Mono wrapper. - -To disable game debugging (only needed for some non-mod projects): - -```xml -<EnableGameDebugging>false</EnableGameDebugging> -``` - -### Preconfigure common settings -The package also automatically enables PDB files (so error logs show line numbers for simpler -debugging), and enables support for the simplified `.csproj` format. - -### Add code warnings -The package runs code analysis on your mod and raises warnings for some common errors or pitfalls. -See [_code warnings_](#code-warnings) for more info. +</td> +</tr> +</table> +</li> +</ul> ## Code warnings ### Overview The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:  -You can hide the warnings using the warning ID (shown under 'code' in the Error List). See... -* [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning); -* for a method using this attribute: - ```cs - [System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")] - ``` -* for an entire project: - 1. Expand the _References_ node for the project in Visual Studio. - 2. Right-click on _Analyzers_ and choose _Open Active Rule Set_. - 4. Expand _StardewModdingAPI.ModBuildConfig.Analyzer_ and uncheck the warnings you want to hide. +You can [hide the warnings](https://visualstudiomagazine.com/articles/2017/09/01/hide-compiler-warnings.aspx) +if needed using the warning ID (shown under 'code' in the Error List). -See below for help with each specific warning. +See below for help with specific warnings. ### Avoid implicit net field cast Warning text: @@ -202,57 +291,37 @@ Warning text: Your code accesses a field which is obsolete or no longer works. Use the suggested field instead. -## Special cases -### Custom game path -The package usually detects where your game is installed automatically. If it can't find your game -or you have multiple installs, you can specify the path yourself. There's two ways to do that: - -* **Option 1: global game path (recommended).** - _This will apply to every project that uses the package._ - - 1. Get the full folder path containing the Stardew Valley executable. - 2. Create this file: - - platform | path - --------- | ---- - Linux/Mac | `~/stardewvalley.targets` - Windows | `%USERPROFILE%\stardewvalley.targets` - - 3. Save the file with this content: - - ```xml - <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <PropertyGroup> - <GamePath>PATH_HERE</GamePath> - </PropertyGroup> - </Project> - ``` - - 4. Replace `PATH_HERE` with your game's folder path. - -* **Option 2: path in the project file.** - _You'll need to do this for each project that uses the package._ +## FAQs +### How do I set the game path?<span id="custom-game-path"></span> +The package detects where your game is installed automatically, so you usually don't need to set it +manually. If it can't find your game or you have multiple installs, you can specify the path +yourself. - 1. Get the folder path containing the Stardew Valley `.exe` file. - 2. Add this to your `.csproj` file under the `<Project` line: +To do that: - ```xml - <PropertyGroup> +1. Get the full folder path containing the Stardew Valley executable. +2. See [_configure_](#configure) to add this property: + ```xml + <PropertyGroup> <GamePath>PATH_HERE</GamePath> - </PropertyGroup> - ``` - - 3. Replace `PATH_HERE` with your custom game install path. + </PropertyGroup> + ``` +3. Replace `PATH_HERE` with your game's folder path. The configuration will check your custom path first, then fall back to the default paths (so it'll still compile on a different computer). -You access the game path via `$(GamePath)` in MSBuild properties, if you need to reference another -file in the game folder. +### How do I change which files are included in the mod deploy/zip? +For custom files, you can [add/remove them in the build output](https://stackoverflow.com/a/10828462/262123). +(If your project references another mod, make sure the reference is [_not_ marked 'copy +local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).) + +To exclude a file the package copies by default, see `IgnoreModFilePatterns` under +[_configure_](#configure). -### Non-mod projects +### Can I use the package for non-mod projects? You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). Just disable -the mod-related package features: +the mod-related package features (see [_configure_](#configure)): ```xml <EnableGameDebugging>false</EnableGameDebugging> @@ -278,7 +347,7 @@ To prepare a build of the NuGet package: 1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli). 1. Change the version and release notes in `package.nuspec`. 2. Rebuild the solution in _Release_ mode. -3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command: +3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` folder and run this command: ```bash nuget.exe pack ``` @@ -287,11 +356,21 @@ That will create a `Pathoschild.Stardew.ModBuildConfig-<version>.nupkg` file in which can be uploaded to NuGet or referenced directly. ## Release notes +### 3.2 +Released 07 September 2020. + +* Added option to change `Mods` folder path. +* Rewrote documentation to make it easier to read. + ### 3.1 +Released 01 February 2020. + * Added support for semantic versioning 2.0. * `0Harmony.dll` is now ignored if the mod references Harmony directly (it's bundled with SMAPI). ### 3.0 +Released 26 November 2019. + * Updated for SMAPI 3.0 and Stardew Valley 1.4. * Added automatic support for `assets` folders. * Added `$(GameExecutableName)` MSBuild variable. @@ -305,11 +384,15 @@ which can be uploaded to NuGet or referenced directly. * Migrated package icon to NuGet's new format. ### 2.2 +Released 28 October 2018. + * Added support for SMAPI 2.8+ (still compatible with earlier versions). * Added default game paths for 32-bit Windows. * Fixed valid manifests marked invalid in some cases. ### 2.1 +Released 27 July 2018. + * Added support for Stardew Valley 1.3. * Added support for non-mod projects. * Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3. @@ -318,12 +401,18 @@ which can be uploaded to NuGet or referenced directly. * Fixed some game paths not detected by NuGet package. ### 2.0.2 +Released 01 November 2017. + * Fixed compatibility issue on Linux. ### 2.0.1 +Released 11 October 2017. + * Fixed mod deploy failing to create subfolders if they don't already exist. ### 2.0 +Released 11 October 2017. + * Added: mods are now copied into the `Mods` folder automatically (configurable). * Added: release zips are now created automatically in your build output folder (configurable). * Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI. @@ -333,38 +422,67 @@ which can be uploaded to NuGet or referenced directly. * Fixed release zip failing if mod name contains characters that aren't valid in a filename. ### 1.7.1 +Released 28 July 2017. + * Fixed issue where i18n folders were flattened. * The manifest/i18n files in the project now take precedence over those in the build output if both are present. ### 1.7 +Released 28 July 2017. + * Added option to create release zips on build. * Added reference to XNA's XACT library for audio-related mods. +### 1.6.2 +Released 10 July 2017. + +* Further improved crossplatform game path detection. +* Removed undocumented `GamePlatform` build property. + +### 1.6.1 +Released 09 July 2017. + +* Improved crossplatform game path detection. + ### 1.6 +Released 05 June 2017. + * Added support for deploying mod files into `Mods` automatically. * Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI. ### 1.5 +Released 23 January 2017. + * Added support for setting a custom game path globally. * Added default GOG path on Mac. ### 1.4 +Released 11 January 2017. + * Fixed detection of non-default game paths on 32-bit Windows. * Removed support for SilVerPLuM (discontinued). * Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically). ### 1.3 +Released 31 December 2016. + * Added support for non-default game paths on Windows. ### 1.2 +Released 24 October 2016. + * Exclude game binaries from mod build output. ### 1.1 +Released 21 October 2016. + * Added support for overriding the target platform. ### 1.0 +Released 21 October 2016. + * Initial release. * Added support for detecting the game path automatically. * Added support for injecting XNA/MonoGame references automatically based on the OS. diff --git a/docs/technical/smapi.md b/docs/technical/smapi.md index 3cb450ae..e2832710 100644 --- a/docs/technical/smapi.md +++ b/docs/technical/smapi.md @@ -87,25 +87,24 @@ on the wiki for the first-time setup. build type | format | example :--------- | :----------------------- | :------ dev build | `<version>-alpha.<date>` | `3.0.0-alpha.20171230` - prerelease | `<version>-beta.<count>` | `3.0.0-beta.2` + prerelease | `<version>-beta.<date>` | `3.0.0-beta.20171230` release | `<version>` | `3.0.0` 2. In Windows: - 1. Rebuild the solution in Release mode. - 2. Copy `windows-install.*` from `bin/SMAPI installer` and `bin/SMAPI installer for developers` to - Linux/Mac. + 1. Rebuild the solution with the _release_ solution configuration. + 2. Copy `bin/SMAPI installer` and `bin/SMAPI installer for developers` to Linux/Mac. 3. In Linux/Mac: - 1. Rebuild the solution in Release mode. - 2. Add the `windows-install.*` files to the `bin/SMAPI installer` and - `bin/SMAPI installer for developers` folders. + 1. Rebuild the solution with the _release_ solution configuration. + 2. Add the `windows-install.*` files from Windows to the `bin/SMAPI installer` and + `bin/SMAPI installer for developers` folders compiled on Linux. 3. Rename the folders to `SMAPI <version> installer` and `SMAPI <version> installer for developers`. 4. Zip the two folders. ### Custom Harmony build SMAPI uses [a custom build of Harmony](https://github.com/Pathoschild/Harmony#readme), which is included in the `build` folder. To use a different build, just replace `0Harmony.dll` in that -folder. +folder before compiling. ## Release notes See [release notes](../release-notes.md). |