propagate asset changes into the save file being loaded
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# Release notes
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## Upcoming
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## Upcoming release
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* For players:
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* Added mod page link to 'missing dependency' errors for the most common dependencies.
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* Improved save backups:
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@ -15,6 +14,7 @@
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* Fixed broken ModDrop links in the compatibility list.
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* For modders:
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* Asset changes are now propagated into the parsed save being loaded if applicable.
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* Fixed `Constants.SaveFolderName` and `CurrentSavePath` not available during early load stages when using `Specialised.LoadStageChanged` event.
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* Fixed `LoadStage.SaveParsed` raised before the parsed save data is available.
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* Fixed 'unknown mod' deprecation warnings showing the wrong stack trace.
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@ -677,7 +677,13 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Get all locations in the game.</summary>
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private IEnumerable<GameLocation> GetLocations()
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{
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foreach (GameLocation location in Game1.locations)
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// get available root locations
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IEnumerable<GameLocation> rootLocations = Game1.locations;
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if (SaveGame.loaded?.locations != null)
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rootLocations = rootLocations.Concat(SaveGame.loaded.locations);
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// yield root + child locations
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foreach (GameLocation location in rootLocations)
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{
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yield return location;
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