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path: root/src/SMAPI/Framework/Logging/LogManager.cs
AgeCommit message (Collapse)Author
2022-07-06update code annotationsJesse Plamondon-Willard
2022-06-10rework VerboseLogging option to allow enabling for specific modsJesse Plamondon-Willard
2022-05-14remove warning for mods which use `dynamic`Jesse Plamondon-Willard
2022-04-13fix typos in recent changes (#837)Jesse Plamondon-Willard
2022-04-13enable nullable annotations in the rest of SMAPI core (#837)Jesse Plamondon-Willard
2022-04-06enable 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.
2022-01-16improve console interception logicJesse Plamondon-Willard
2022-01-15fix suppressed console output not suppressing newlinesJesse Plamondon-Willard
2021-12-21add new game build number to the SMAPI logJesse Plamondon-Willard
2021-12-18update Steam error messageJesse Plamondon-Willard
2021-11-28remove path-too-long exception handlingJesse Plamondon-Willard
The path length limit no longer applies in .NET 5.
2021-11-28remove handling for exception no longer thrown by the gameJesse Plamondon-Willard
2021-11-28update to .NET 5 and official 64-bitJesse Plamondon-Willard
2021-11-28drop support for XNA FrameworkJesse Plamondon-Willard
Stardew Valley 1.5.5 migrates to MonoGame on all platforms.
2021-09-18simplify exception logsJesse Plamondon-Willard
2021-09-02drop support for unofficial 64-bit modeJesse Plamondon-Willard
2021-08-25fix console encoding issues (#798)Jesse Plamondon-Willard
2021-08-25no longer abort input thread when exitingJesse Plamondon-Willard
`thread.Abort` is unimplemented in .NET 5, but it's not needed anyway since all threads will be aborted when the game exits.
2021-07-30migrate to the new Harmony patch pattern used in my modsJesse Plamondon-Willard
That improves validation and error-handling.
2021-07-28fix handling of Unicode characters in consoleJesse Plamondon-Willard
2021-07-27Fixing mono incompatibility (case exception type statement without variable)bladeoflight16
2021-04-22add update alerts for Stardew64Installer (#767)Jesse Plamondon-Willard
2021-04-15log Stardew64Installer patch version if applicable (#767)Jesse Plamondon-Willard
2021-04-04standardize spelling of 'macOS'Jesse Plamondon-Willard
2021-04-03log failed root dependencies in their own groupJesse Plamondon-Willard
2021-04-02add initial support for 64-bit Windows hack (#767)Jesse Plamondon-Willard
2021-03-21add Constants.GameFramework field (#767)Jesse Plamondon-Willard
2021-03-07add descriptive error for PathTooLongException which crashes SMAPI or the ↵Jesse Plamondon-Willard
installer
2021-02-28fix mods with suppressed warnings counted for showing the log sectionJesse Plamondon-Willard
2021-02-03enable aggressive memory optimizations by default (#757)Jesse Plamondon-Willard
The new approach should be safe, and no errors were reported so far by alpha testers.
2021-01-31add experimental 'aggressive memory optimization' flag (#757)Jesse Plamondon-Willard
2021-01-15tweak recent changes, update release notesJesse Plamondon-Willard
2021-01-15(feat) Disable Mod rewrites if requestedDavid Camp
2021-01-02update error text linking to renamed wiki sectionJesse Plamondon-Willard
2020-12-30fix repeated mods in 'skipped mods' section of consoleJesse Plamondon-Willard
2020-12-20update for debug log changesJesse Plamondon-Willard
2020-12-20update for split-screen modeJesse Plamondon-Willard
This includes splitting GameRunner (the main game instance) from Game1 (now a per-screen game state), adding a PerScreen<T> utility to simplify per-screen values, adding separate per-screen input handling and events, adding new Context fields for split-screen, and logging the screen ID in split-screen mode to distinguish log entries.
2020-10-18use update URL from server instead of hardcoding itJesse Plamondon-Willard
2020-09-04simplify error shown for duplicate modsJesse Plamondon-Willard
2020-08-24simplify console interception flowJesse Plamondon-Willard
The console interceptor now uses a marker in the string (instead of a state field) to track whether the message should intercepted. This makes each write more atomic, so it's less affected by multithreading in some cases.
2020-08-23move some console/logging logic out of SCore into a new LogManagerJesse Plamondon-Willard