Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-08 | avoid [Obsolete] without message for clarity | Jesse Plamondon-Willard | |
2022-04-27 | add backwards compatibility for loading content assets with .xnb extension | Jesse Plamondon-Willard | |
2022-04-19 | move deprecation code into namespace | Jesse Plamondon-Willard | |
2022-04-14 | track full mod & stack metadata in queued deprecation warnings | Jesse Plamondon-Willard | |
2022-04-14 | track mod metadata reference in APIs for upcoming deprecation changes | 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 | 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 | simplify 'is not' patterns | 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"). | |||
2022-03-27 | split helper.Content API into game/mod content APIs | Jesse Plamondon-Willard | |
2022-03-27 | add asset type to AssetRequested event (#766) | Jesse Plamondon-Willard | |
2022-03-26 | add IContentHelper.ParseAssetName (#766) | Jesse Plamondon-Willard | |
2022-03-26 | add deprecation notices for SMAPI 4.0.0 (#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 | migrate more internal code to IAssetName (#766) | Jesse Plamondon-Willard | |
2022-02-18 | add AssetName to encapsulate asset name handling (#766) | Jesse Plamondon-Willard | |
2021-03-14 | fix some assets not reapplied correctly when playing in non-English and ↵ | Jesse Plamondon-Willard | |
returning to title | |||
2020-09-05 | minor cleanup | Jesse Plamondon-Willard | |
2020-08-30 | use inheritdoc | Jesse Plamondon-Willard | |
2020-04-24 | add support for getting a patch helper for arbitrary data | 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 | |||
2019-09-14 | fix typos and inconsistent spelling | 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 | 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 tilesheets seasonalised when loading an indoor map | Jesse Plamondon-Willard | |
2019-09-14 | fix cache miss when not playing in English (#634) | Jesse Plamondon-Willard | |
2019-04-22 | fix error on Mac when a custom map references a vanilla tilesheet that only ↵ | Jesse Plamondon-Willard | |
exists under Content/Maps | |||
2019-02-07 | fix error with custom map tilesheets in some cases | Jesse Plamondon-Willard | |
Specifically, when a custom map has a seasonal tilesheet which only exists the Content/Maps folder and already matches the current season. | |||
2018-12-27 | tweak comment header convention | Jesse Plamondon-Willard | |
2018-08-06 | fix spring tilesheets always used for custom festival maps (#577) | Jesse Plamondon-Willard | |
2018-05-25 | move PathUtilities into toolkit (#532) | Jesse Plamondon-Willard | |
2018-05-22 | refactor content API to fix load errors with decentralised cache (#524) | Jesse Plamondon-Willard | |
2018-05-09 | rewrite content logic to decentralise cache (#488) | Jesse Plamondon-Willard | |
This is necessary due to changes in Stardew Valley 1.3, which now changes loaded assets and expects those changes to be persisted but not propagated to other content managers. | |||
2018-03-11 | reorganise and update core content logic for Stardew Valley 1.3 (#453) | Jesse Plamondon-Willard | |
2018-02-19 | encapsulate path utilities for reuse, add unit tests | Jesse Plamondon-Willard | |
2017-12-02 | add NormaliseAssetName content helper method (#404) | Jesse Plamondon-Willard | |
2017-11-02 | fix custom asset loads failing on Linux/Mac (#383) | Jesse Plamondon-Willard | |
2017-10-30 | explicitly disallow absolute paths as asset keys in content API (#381) | Jesse Plamondon-Willard | |
2017-10-30 | let mods invalidate assets matching a predicate (#363) | Jesse Plamondon-Willard | |
2017-10-27 | minor cleanup (#373) | Jesse Plamondon-Willard | |
2017-10-25 | centralise most content-loading logic to fix map tilesheet edge case (#373) | Jesse Plamondon-Willard | |
2017-10-12 | refuse to load custom map tilesheets with absolute or directory-climbing ↵ | Jesse Plamondon-Willard | |
paths (#368) | |||
2017-10-07 | reorganise repo structure | Jesse Plamondon-Willard | |