Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-24 | fix split-screen error when a mod provides a localized asset in one screen ↵ | Jesse Plamondon-Willard | |
but not another | |||
2022-05-18 | simplify asset propagation a bit to prepare for the upcoming SDV 1.6 | Jesse Plamondon-Willard | |
2022-05-11 | add error code to SContentLoadException | Jesse Plamondon-Willard | |
2022-05-06 | fix content managers' LoadBaseString not recognizing localized mod assets | Jesse Plamondon-Willard | |
2022-05-04 | remove aggressive memory optimizations option | Jesse Plamondon-Willard | |
2022-04-16 | use specified nullability in reflection API (#837) | Jesse Plamondon-Willard | |
2022-04-13 | remove reflection no longer needed after migration to MonoGame | Jesse Plamondon-Willard | |
2022-04-13 | enable nullable annotations in the rest of SMAPI core (#837) | Jesse Plamondon-Willard | |
2022-04-11 | add IAssetDataForMap.ExtendMap | 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 | remove some unused/redundant code | Jesse Plamondon-Willard | |
2022-04-01 | fix local file path asset name parsing locale codes in rare cases (#766) | Jesse Plamondon-Willard | |
Mod file paths can't be localized through the content pipeline. Normally the locale would be ignored anyway due to the file extension, but it'd be incorrectly parsed if the file name ended with a locale and no file extension (like "assets/example.fr-FR"). | |||
2022-04-01 | keep old XNB file extension behavior for backwards compatibility (#766) | Jesse Plamondon-Willard | |
2022-03-27 | add asset type to AssetRequested event (#766) | Jesse Plamondon-Willard | |
2022-03-26 | update asset propagation for new content API (#766) | Jesse Plamondon-Willard | |
2022-03-26 | rewrite content loading to allow handling locale variants (#766, #786, #812) | Jesse Plamondon-Willard | |
The game's content pipeline automatically loads localized variants if present. For example, it will try to load "Maps/cave.fr-FR", then "Maps/cave_international", then "Maps/cave". The old content API obfuscates this logic and treats them as interchangeable, which causes edge cases like bundle corruption (#812). This commit rewrites the loading logic to match the game logic when using the new content events, while maintaining the legacy behavior for the old IAssetLoader/IAssetEditor interfaces that'll be removed in SMAPI 4.0.0. | |||
2022-03-05 | add DoesAssetExist to support the upcoming Stardew Valley 1.6 (#766) | Jesse Plamondon-Willard | |
2022-03-05 | migrate more internal code to IAssetName (#766) | Jesse Plamondon-Willard | |
2022-02-19 | add Constants.GamePath & deprecate Constants.ExecutionPath | Jesse Plamondon-Willard | |
2022-02-18 | add AssetName to encapsulate asset name handling (#766) | Jesse Plamondon-Willard | |
2021-11-28 | update for custom languages | Jesse Plamondon-Willard | |
2021-03-14 | fix some assets not reapplied correctly when playing in non-English and ↵ | Jesse Plamondon-Willard | |
returning to title | |||
2021-02-21 | use inheritdoc, minor cleanup | Jesse Plamondon-Willard | |
2021-02-21 | reduce performance impact of new cache fix | Jesse Plamondon-Willard | |
2021-01-31 | add experimental 'aggressive memory optimization' flag (#757) | Jesse Plamondon-Willard | |
2020-12-26 | fix SMAPI using a cached translation when the game asks for an untranslated ↵ | Jesse Plamondon-Willard | |
asset This mainly affects community center bundles in Stardew Valley 1.5, | |||
2020-08-23 | minor cleanup | Jesse Plamondon-Willard | |
2020-07-26 | use ordinal comparison/sorting instead of invariant | Jesse Plamondon-Willard | |
2019-12-31 | fix XNA keeping loaded assets alive forever (#685) | Jesse Plamondon-Willard | |
2019-12-14 | refactor cache invalidation & propagation to allow for future optimizations | Jesse Plamondon-Willard | |
2019-12-14 | don't keep a reference to uncached assets | Jesse Plamondon-Willard | |
2019-12-12 | fix assets not being disposed when a content manager is disposed | Jesse Plamondon-Willard | |
2019-09-14 | track texture asset keys, fix NPC portrait propagation | Jesse Plamondon-Willard | |
2019-09-14 | fix typos and inconsistent spelling | Jesse Plamondon-Willard | |
2019-09-14 | disable mod-level asset caching (#644) | Jesse Plamondon-Willard | |
This fixes an issue where some asset references could be shared between content managers, causing changes to propagate unintentionally. | |||
2019-09-14 | ignore root content managers when handling managed asset keys (#644) | Jesse Plamondon-Willard | |
2019-09-14 | fix cache miss when not playing in English (#634) | Jesse Plamondon-Willard | |
2019-09-14 | fix translatable assets not updated when switching language (#586) | Jesse Plamondon-Willard | |
2018-12-27 | tweak comment header convention | Jesse Plamondon-Willard | |
2018-11-28 | fix some map tilesheets not editable if not playing in English | Jesse Plamondon-Willard | |
2018-11-25 | add support for propagating map asset changes | Jesse Plamondon-Willard | |
2018-05-30 | fix game content managers not cloning assets from IAssetLoader | Jesse Plamondon-Willard | |
2018-05-22 | refactor content API to fix load errors with decentralised cache (#524) | Jesse Plamondon-Willard | |