Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-02 | detect and block map replacements that would crash the game due to tilesheet ↵ | Jesse Plamondon-Willard | |
changes | |||
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, | |||
2020-12-20 | update for localized asset changes | Jesse Plamondon-Willard | |
2020-12-20 | update for map tilesheet changes | Jesse Plamondon-Willard | |
2020-08-29 | format code | Jesse Plamondon-Willard | |
2020-08-23 | minor cleanup | Jesse Plamondon-Willard | |
2020-07-26 | use ordinal comparison/sorting instead of invariant | Jesse Plamondon-Willard | |
2020-06-07 | improve premultiplication performance | Jesse Plamondon-Willard | |
2020-03-14 | fix semi-transparency issues on Linux/Mac | Jesse Plamondon-Willard | |
Apparently Mono no longer premultiplies loaded PNGs by default. | |||
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. | |||
2020-02-20 | don't premultiply fully opaque pixels | Jesse Plamondon-Willard | |
2020-02-19 | call IAssetEditor with actual type if applicable | Jesse Plamondon-Willard | |
2020-02-19 | rework tilesheet loading to improve errors, allow future validation, and ↵ | Jesse Plamondon-Willard | |
drop support for legacy content files | |||
2020-02-01 | add support for *.tmx map files | Jesse Plamondon-Willard | |
2020-01-30 | rework asset editor/loader tracking so they're affected by load order | 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 | fix private assets from content packs not having tracking info | 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 | |
2019-11-18 | optimise map tilesheet fixing slightly | Jesse Plamondon-Willard | |
2019-09-14 | track texture asset keys, fix NPC portrait propagation | Jesse Plamondon-Willard | |
2019-09-14 | fix asset changes not affecting cached asset loads in a specific case | Jesse Plamondon-Willard | |
2019-09-14 | fix typos and inconsistent spelling | Jesse Plamondon-Willard | |
2019-09-14 | normalise map tilesheets before custom-tilesheet changes to avoid errors | Jesse Plamondon-Willard | |
2019-09-14 | apply tilesheet fixes to XNB map files too | Jesse Plamondon-Willard | |
2019-09-14 | normalise custom map's tilesheet paths for the OS | Jesse Plamondon-Willard | |
2019-09-14 | fix error when loading a mod asset through a translated content manager (#647) | 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 | no longer forward managed asset keys loaded through a mod content manager (#644) | Jesse Plamondon-Willard | |
That isn't needed for any documented functionality, and allowed mods to load (and in some cases edit) a different mod's local assets. | |||
2019-09-14 | move most mod asset loading logic into content managers (#644) | Jesse Plamondon-Willard | |
This fixes mods needing to load Map assets manually before the game could load them via internal key. | |||
2019-09-14 | fix cache misses for non-English players | 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 | |
2019-09-14 | load mods much earlier so they can intercept all content assets | Jesse Plamondon-Willard | |
2019-09-13 | fix 'unknown file extension' error not listing .json as a valid extension | Jesse Plamondon-Willard | |
2018-12-27 | tweak comment header convention | Jesse Plamondon-Willard | |
2018-12-14 | clarify trace message | 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 | |
2018-09-03 | fix transparency issues on Linux/Mac due to MonoGame bug (#279) | Jesse Plamondon-Willard | |
2018-09-03 | rewrite PNG premultiplication so mods can load PNGs during a draw cycle | Jesse Plamondon-Willard | |
2018-08-11 | add support for loading unpacked .json files through content API (#576) | 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 | |