make SemanticVersion.TryParse public
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@ -27,8 +27,7 @@ These changes have not been released yet.
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* For modders:
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* 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).
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* Added support for content pack translations.
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* Added `IContentPack.HasFile` method.
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* Added `Context.IsGameLaunched` field.
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* Added fields and methods: `IContentPack.HasFile`, `Context.IsGameLaunched`, and `SemanticVersion.TryParse`.
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* Added separate `LogNetworkTraffic` option to make verbose logging less overwhelmingly verbose.
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* Added asset propagation for critter textures.
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* The installer now recognises custom game paths stored in `stardewvalley.targets`, if any.
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@ -141,7 +141,7 @@ namespace StardewModdingAPI
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/// <param name="version">The version string.</param>
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/// <param name="parsed">The parsed representation.</param>
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/// <returns>Returns whether parsing the version succeeded.</returns>
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internal static bool TryParse(string version, out ISemanticVersion parsed)
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public static bool TryParse(string version, out ISemanticVersion parsed)
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{
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if (Toolkit.SemanticVersion.TryParse(version, out ISemanticVersion versionImpl))
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{
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