| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-04-07 | reverse mod build package migration to .NET 5 (#837) | Jesse Plamondon-Willard | |
| The migrated package didn't work consistently in VIsual Studio, so this suppresses nullable annotations in .NET Standard instead. | |||
| 2022-04-07 | enable nullable annotations for most of the SMAPI toolkit (#837) | Jesse Plamondon-Willard | |
| 2022-04-07 | migrate mod build package to .NET 5 to allow full nullable annotations (#837) | Jesse Plamondon-Willard | |
| 2022-04-06 | enable nullable annotations by default (#837) | Jesse Plamondon-Willard | |
| This adds `#nullable disable` to all existing code (except where null is impossible like enum files), so it can be migrated incrementally. | |||
| 2022-04-06 | use target-typed new | Jesse Plamondon-Willard | |
| 2021-11-28 | remove path-too-long exception handling | Jesse Plamondon-Willard | |
| The path length limit no longer applies in .NET 5. | |||
| 2021-11-28 | update for asset name format change | Jesse Plamondon-Willard | |
| MonoGame uses Linux-style paths for assets on all platforms, which breaks the previous equivalence between path and asset name formats. | |||
| 2021-11-28 | update to .NET 5 and official 64-bit | Jesse Plamondon-Willard | |
| 2021-09-02 | prepare path utilities for the upcoming Stardew Valley 1.5.5 | Jesse Plamondon-Willard | |
| The game will use Linux-style paths for assets on all platforms, which will break the current equivalence between path and asset name formats. | |||
| 2021-03-08 | fix installer error when Mods folder doesn't exist in 3.9.3 (#764) | Jesse Plamondon-Willard | |
| 2021-03-07 | add descriptive error for PathTooLongException which crashes SMAPI or the ↵ | Jesse Plamondon-Willard | |
| installer | |||
| 2020-09-08 | rename PathUtilities.NormalizePathSeparator, add normalization for more cases | Jesse Plamondon-Willard | |
| 2020-09-05 | simplify path separator normalization | Jesse Plamondon-Willard | |
| It no longer tries to clean up the path (e.g. "path/to///file/" => "path/to/file"), which means it can more intuitively handle cases like this: asset.AssetName.StartsWith(PathUtilities.NormalizePathSeparators("Characters/Dialogue/")) | |||
| 2020-09-05 | add unit tests for PathUtilities, fix some edge cases | Jesse Plamondon-Willard | |
| 2020-02-22 | fix errors loading spouse room content packs in SMAPI 3.3 | Jesse Plamondon-Willard | |
| The new logic for loading map tilesheets incorrectly changed vanilla tilesheets like "townInterior" to "Maps/townInterior". While the game itself handled that, mods like Content Patcher which compared tilesheet paths would incorrectly decide that "townInterior" and "Maps/townInterior" were different files, and add a new tilesheet for it; that in turn would cause errors when patching spouse rooms, since it doesn't copy tilesheets. | |||
| 2019-09-14 | fix typos and inconsistent spelling | Jesse Plamondon-Willard | |
| 2019-09-13 | migrate to new project file format | Jesse Plamondon-Willard | |
