Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-27 | fix typo | Jesse Plamondon-Willard | |
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 | |
2022-05-18 | fix asset type when checking if a mod asset exists | Jesse Plamondon-Willard | |
2022-05-15 | fix typo | Jesse Plamondon-Willard | |
2022-05-15 | reduce performance impact of deprecation warnings | Jesse Plamondon-Willard | |
Creating a stack is *very* slow, so it should be avoided if possible until after the duplicate-warning check. | |||
2022-05-11 | rewrite asset operations to reduce allocations | Jesse Plamondon-Willard | |
• When raising AssetRequested, SMAPI now creates a single event args model and reuses it for each handler. • There's now a single AssetOperationGroup per asset, which tracks the loaders/editors registered by every mod for that asset. • The operation group's loader/editor lists are now used directly instead of querying them. | |||
2022-05-11 | add error code to SContentLoadException | Jesse Plamondon-Willard | |
2022-05-07 | simplify and rewrite case-insensitive file path feature | 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 | |
2022-05-04 | disable case-insensitive paths by default pending performance rework | Jesse Plamondon-Willard | |
2022-04-19 | move deprecation code into namespace | Jesse Plamondon-Willard | |
2022-04-16 | move case-insensitive path lookup into toolkit for reuse | 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 | |
2022-04-13 | enable nullable annotations in SMAPI where no logic changes are needed (#837) | Jesse Plamondon-Willard | |
2022-04-11 | add IAssetDataForMap.ExtendMap | Jesse Plamondon-Willard | |
2022-04-06 | fix all warnings to simplify migration to 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 | remove some unused/redundant code | Jesse Plamondon-Willard | |
2022-04-06 | simplify 'is not' patterns | Jesse Plamondon-Willard | |
2022-04-06 | fix asset name truncation when loading XNB mod file without file extension | Jesse Plamondon-Willard | |
2022-04-03 | split mod content load method, make error-handling more consistent | Jesse Plamondon-Willard | |
2022-04-01 | make mod file paths case-insensitive in all SMAPI APIs | 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. | |||
2022-03-26 | add asset edit priority (#766) | Jesse Plamondon-Willard | |
2022-03-25 | extend load conflict resolution into load priority (#766) | Jesse Plamondon-Willard | |
2022-03-25 | add load conflict resolution option (#766) | Jesse Plamondon-Willard | |
2022-03-25 | add content pack label to more logs (#766) | Jesse Plamondon-Willard | |
2022-03-25 | fix asset load conflict always showing multiple-mod form | Jesse Plamondon-Willard | |
2022-03-25 | add content pack labels (#766) | Jesse Plamondon-Willard | |
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 | |