From 8fd087d8cdade7c1c3f0c5e22037b1c314c7517f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 25 May 2017 21:36:58 -0400 Subject: update release notes for map changes --- release-notes.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/release-notes.md b/release-notes.md index 1a4bf67c..fd69e1c7 100644 --- a/release-notes.md +++ b/release-notes.md @@ -23,8 +23,12 @@ For players: * Fixed rare crash when window loses focus for a few players. For modders: +* You can now add dependencies to `manifest.json`. + _SMAPI will make sure your dependencies are loaded before your mod, and will show a friendly error if a dependency is missing._ +* You can now load unpacked `.tbin` files from your mod folder through the content API. +* SMAPI now automatically fixes tilesheet references for maps loaded from the mod folder. + _When loading a map from the mod folder, SMAPI will automatically use tilesheets relative to the map file if they exists. Otherwise it will default to tilesheets in the game content._ * Added `Context.IsInDrawLoop` for specialised mods. -* You can now list mod dependencies in the `manifest.json`. SMAPI will make sure your dependencies are loaded before your mod, and will show a friendly error if a dependency is missing. * Fixed `smapi-crash.txt` being copied from the default log even if a different path is specified with `--log-path`. ## 1.13.1 @@ -48,7 +52,7 @@ For players: For mod developers: * Added a `Context.IsWorldReady` flag for mods to use. - _This indicates whether a save is loaded and the world is finished initialising, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick)._ + _This indicates whether a save is loaded and the world is finished initialising, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick)._ * Added a `debug` console command which lets you run the game's debug commands (e.g. `debug warp FarmHouse 1 1` warps you to the farmhouse). * Added basic context info to logs to simplify troubleshooting. * Added a `Mod.Dispose` method which can be overriden to clean up before exit. This method isn't guaranteed to be called on every exit. -- cgit