Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-07 | enable asset caching for GameContentHelper | Jesse Plamondon-Willard | |
2022-04-07 | enable nullable annotations for most of the SMAPI toolkit (#837) | Jesse Plamondon-Willard | |
2022-04-07 | enable nullable annotations for manifests (#837) | 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 | drop update checks for Stardew64Installer | Jesse Plamondon-Willard | |
2022-04-06 | remove some unused/redundant code | Jesse Plamondon-Willard | |
2022-04-06 | simplify with newer pattern features | Jesse Plamondon-Willard | |
2022-04-06 | simplify 'is not' patterns | Jesse Plamondon-Willard | |
2022-04-06 | use target-typed new | 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 | |
2022-04-03 | fix incorrect deprecation warnings for helper.Content | Jesse Plamondon-Willard | |
2022-04-02 | add temporary hack to fix compatibility between old & new APIs for some mods | Jesse Plamondon-Willard | |
2022-04-02 | switch to 'processing tick' for tick caching | Jesse Plamondon-Willard | |
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. | |||
2022-04-02 | fix tick cache using game ticks instead of SMAPI ticks | Jesse Plamondon-Willard | |
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. | |||
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 | 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 LocaleChanged content event (#766) | Jesse Plamondon-Willard | |
2022-03-26 | expand obsolete attributes (#766) | Jesse Plamondon-Willard | |
2022-03-26 | add IContentHelper.ParseAssetName (#766) | Jesse Plamondon-Willard | |
2022-03-26 | update asset propagation for new content API (#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. | |||
2022-03-26 | add asset edit priority (#766) | Jesse Plamondon-Willard | |
2022-03-26 | add NameWithoutLocale fields (#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 | |
2022-03-24 | add AssetInvalidated content event (#766) | Jesse Plamondon-Willard | |
2022-03-23 | fix unneeded cloning (#766) | Jesse Plamondon-Willard | |
2022-03-23 | add initial AssetRequested 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. | |||
2022-03-22 | reduce duplicated doc blocks | Jesse Plamondon-Willard | |
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 error loading locale code cache when a mod adds custom languages (#766) | Jesse Plamondon-Willard | |
2022-03-05 | fix regression with mod XNB files in the content pipeline (#766) | Jesse Plamondon-Willard | |
2022-02-25 | restore InterfaceProxyFactory to encapsulate Pintail (#830) | Jesse Plamondon-Willard | |
2022-02-25 | Merge pull request #830 from Shockah/api-proxy-tryproxy-object | Jesse Plamondon-Willard | |
API proxy improvements | |||
2022-02-24 | update Pintail | Shockah | |
2022-02-22 | avoid SetData when premultiplying texture with no semi-transparency | Jesse Plamondon-Willard | |