Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-03-25 | add AssetReady content event (#766) | Jesse Plamondon-Willard | |
2022-03-22 | encapsulate & cache asset operation groups (#766) | Jesse Plamondon-Willard | |
This is needed for the upcoming Stardew Valley 1.6 to avoid duplicate checks between DoesAssetExist and Load calls, and to make sure the answer doesn't change between them. | |||
2022-03-20 | encapsulate editor/loader operations (#766) | Jesse Plamondon-Willard | |
These will be used by the new content API, and allow handling the old one the same way. | |||
2022-03-05 | handle vanilla assets in DoesAssetExist (#766) | Jesse Plamondon-Willard | |
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 | |
2022-03-05 | fix regression with mod XNB files in the content pipeline (#766) | Jesse Plamondon-Willard | |
2022-02-22 | avoid SetData when premultiplying texture with no semi-transparency | 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 | |
2021-12-20 | auto-fix maps broken due to missing vanilla tilesheet | Jesse Plamondon-Willard | |
2021-11-28 | add support for loading BmFont files for custom languages | Jesse Plamondon-Willard | |
2021-11-28 | update for custom languages | Jesse Plamondon-Willard | |
2021-11-28 | remove libgdiplus workaround on macOS | Jesse Plamondon-Willard | |
This is no longer needed after the .NET 5 migration. | |||
2021-09-18 | add simpler error when an asset isn't found | Jesse Plamondon-Willard | |
2021-07-30 | migrate to the new Harmony patch pattern used in my mods | Jesse Plamondon-Willard | |
That improves validation and error-handling. | |||
2021-07-20 | fix error loading .xnb files from the local mod folder since SMAPI 3.0 | Jesse Plamondon-Willard | |
2021-05-02 | add verbose logs for map tilesheet changes | Jesse Plamondon-Willard | |
2021-05-02 | add support for dot-ignoring local map tilesheet files (#732) | Jesse Plamondon-Willard | |
2021-05-01 | match tilesheets without extension to .png files automatically if possible | 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 | rework aggressive memory optimization to minimize mod impact (#757) | Jesse Plamondon-Willard | |
2021-01-31 | add experimental 'aggressive memory optimization' flag (#757) | Jesse Plamondon-Willard | |
2021-01-20 | fix SDV 1.5 compatibility with content packs that still load XNB maps | Jesse Plamondon-Willard | |
2021-01-20 | correct links | Jesse Plamondon-Willard | |
2021-01-06 | simplify tilesheet order warning | Jesse Plamondon-Willard | |
2021-01-06 | rework vanilla tilesheet checking to avoid keeping a copy of the vanilla ↵ | Jesse Plamondon-Willard | |
maps in memory | |||
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 | |