Merge branch 'develop' into stable
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commit
5ae640dc91
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@ -4,7 +4,7 @@
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<!--set properties -->
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<PropertyGroup>
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<Version>3.3.0</Version>
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<Version>3.3.2</Version>
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<Product>SMAPI</Product>
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<AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths>
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@ -1,6 +1,11 @@
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← [README](README.md)
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# Release notes
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## 3.3.2
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Released 22 February 2020 for Stardew Valley 1.4.1 or later.
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* Fixed mods receiving their own message broadcasts.
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## 3.3.1
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Released 22 February 2020 for Stardew Valley 1.4.1 or later.
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@ -1,9 +1,9 @@
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{
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"Name": "Console Commands",
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"Author": "SMAPI",
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"Version": "3.3.1",
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"Version": "3.3.2",
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"Description": "Adds SMAPI console commands that let you manipulate the game.",
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"UniqueID": "SMAPI.ConsoleCommands",
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"EntryDll": "ConsoleCommands.dll",
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"MinimumApiVersion": "3.3.1"
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"MinimumApiVersion": "3.3.2"
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}
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@ -1,9 +1,9 @@
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{
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"Name": "Save Backup",
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"Author": "SMAPI",
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"Version": "3.3.1",
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"Version": "3.3.2",
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"Description": "Automatically backs up all your saves once per day into its folder.",
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"UniqueID": "SMAPI.SaveBackup",
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"EntryDll": "SaveBackup.dll",
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"MinimumApiVersion": "3.3.1"
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"MinimumApiVersion": "3.3.2"
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}
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@ -20,7 +20,7 @@ namespace StardewModdingAPI
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** Public
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****/
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/// <summary>SMAPI's current semantic version.</summary>
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public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.3.1");
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public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.3.2");
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/// <summary>The minimum supported version of Stardew Valley.</summary>
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public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.4.1");
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@ -226,8 +226,12 @@ namespace StardewModdingAPI.Framework
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/// <param name="message">The message to deliver to applicable mods.</param>
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private void OnModMessageReceived(ModMessageModel message)
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{
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// raise events for applicable mods
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// get mod IDs to notify
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HashSet<string> modIDs = new HashSet<string>(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.InvariantCultureIgnoreCase);
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if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID)
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modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender
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// raise events
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this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
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}
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