From e2f545484e1a63d55154e2b6a924dfb6d94f7a5a Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 12 Jul 2019 20:51:46 -0400 Subject: add asset propagation for critter textures (#652) --- docs/release-notes.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'docs') diff --git a/docs/release-notes.md b/docs/release-notes.md index 3f955e78..49bc2eab 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -25,11 +25,12 @@ These changes have not been released yet. * Fixed outdoor tilesheets being seasonalised when added to an indoor location. * For modders: + * Mods are now loaded much earlier in the game launch. This lets mods intercept any content asset, but the game is not fully initialised when `Entry` is called (use the `GameLaunched` event if you need to run code when the game is initialised). * Added support for content pack translations. * Added `IContentPack.HasFile` method. * Added `Context.IsGameLaunched` field. - * Mods are now loaded much earlier in the game launch. This lets mods intercept any content asset, but the game is not fully initialised when `Entry` is called (use the `GameLaunched` event if you need to run code when the game is initialised). * Added separate `LogNetworkTraffic` option to make verbose logging less overwhelmingly verbose. + * Added asset propagation for critter textures. * The installer now recognises custom game paths stored in `stardewvalley.targets`, if any. * When a mod is incompatible, the trace logs now list all detected issues instead of the first one. * Removed all deprecated APIs. -- cgit