From a0e9fa9f3e2aa47c3fa98891f757509947d871d6 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 16 May 2017 19:22:09 -0400 Subject: tweak release notes --- release-notes.md | 16 ++++++++-------- src/StardewModdingAPI/Mod.cs | 2 +- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/release-notes.md b/release-notes.md index abcce4d8..46e88ef6 100644 --- a/release-notes.md +++ b/release-notes.md @@ -14,7 +14,7 @@ For mod developers: See [log](https://github.com/Pathoschild/SMAPI/compare/1.12...1.13). For players: -* SMAPI now has better draw error recovery and detects when the error is irrecoverable. +* SMAPI now recovers better from mod draw errors and detects when the error is irrecoverable. * SMAPI now remembers if your game crashed and offers help next time you launch it. * Fixed installer finding redundant game paths on Linux. * Fixed save events not being raised after the first day on Linux/Mac. @@ -22,13 +22,13 @@ For players: * Updated mod compatibility list for Stardew Valley 1.2. For mod developers: -* SMAPI now logs basic context info to simplify troubleshooting. -* Added a `Context.IsWorldReady` flag. - _This flag is true when 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 with events which can be raised before the world is loaded (like update tick)._ -* Added a `debug` console command to TrainerMod which lets you pass debug commands to the game (e.g. `debug warp FarmHouse 1 1` warps the player to the farmhouse). -* Added a deprecation warning for mods that don't set the `Name`, `Version`, or `UniqueID` manifest fields. These will be required in SMAPI 2.0. -* Mods can now override `Dispose` if they need to release unmanaged resources. -* Deprecated `GameEvents.GameLoaded` and `GameEvents.FirstUpdateTick`, since any logic in the mod's `Entry` method will happen after the game is loaded. +* 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)._ +* 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. +* Deprecated mods that don't have a `Name`, `Version`, or `UniqueID` in their manifest. These will be required in SMAPI 2.0. +* Deprecated `GameEvents.GameLoaded` and `GameEvents.FirstUpdateTick`. You can move any affected code into your mod's `Entry` method. * Fixed maps not recognising custom tilesheets added through the SMAPI content API. ## 1.12 diff --git a/src/StardewModdingAPI/Mod.cs b/src/StardewModdingAPI/Mod.cs index a65b135c..171088cf 100644 --- a/src/StardewModdingAPI/Mod.cs +++ b/src/StardewModdingAPI/Mod.cs @@ -116,7 +116,7 @@ namespace StardewModdingAPI return Path.Combine(this.PathOnDisk, "psconfigs"); } - /// Release or reset unmanaged resources. + /// Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit. /// Whether the instance is being disposed explicitly rather than finalised. If this is false, the instance shouldn't dispose other objects since they may already be finalised. protected virtual void Dispose(bool disposing) { } -- cgit