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This adds `#nullable disable` to all existing code (except where null is impossible like enum files), so it can be migrated incrementally.
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This is incremented on each low-level tick (whether it's a game update, synchronized async operation, etc). That mainly avoids the cache persisting across the entire save loading process while it's being synchronized.
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The game ticks aren't incremented consistently in some cases (e.g. while loading a save), which leads to the cache values being kept too long.
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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.
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