Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |