fix merge, update release notes
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@ -18,6 +18,7 @@
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* For modders:
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* For modders:
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* Migrated to Harmony 2.0 (see [_migrate to Harmony 2.0_](https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0) for more info).
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* Migrated to Harmony 2.0 (see [_migrate to Harmony 2.0_](https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0) for more info).
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* Added [event priorities](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events#Custom_priority) (thanks to spacechase0!).
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* Added [update subkeys](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks#Update_subkeys).
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* Added [update subkeys](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks#Update_subkeys).
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* Added `Multiplayer.PeerConnected` event.
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* Added `Multiplayer.PeerConnected` event.
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* Added ability to override update keys from the compatibility list.
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* Added ability to override update keys from the compatibility list.
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@ -29,6 +30,7 @@
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* Fixed `helper.Reflection` blocking access to game methods/properties that were extended by SMAPI.
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* Fixed `helper.Reflection` blocking access to game methods/properties that were extended by SMAPI.
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* Fixed asset propagation for Gil's portraits.
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* Fixed asset propagation for Gil's portraits.
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* Fixed `.pdb` files ignored for error stack traces for mods rewritten by SMAPI.
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* Fixed `.pdb` files ignored for error stack traces for mods rewritten by SMAPI.
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* Fixed `ModMessageReceived` event handlers not tracked for performance monitoring.
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* For SMAPI developers:
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* For SMAPI developers:
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* Eliminated MongoDB storage in the web services, which complicated the code unnecessarily. The app still uses an abstract interface for storage, so we can wrap a distributed cache in the future if needed.
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* Eliminated MongoDB storage in the web services, which complicated the code unnecessarily. The app still uses an abstract interface for storage, so we can wrap a distributed cache in the future if needed.
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@ -19,7 +19,7 @@ namespace StardewModdingAPI.Framework.Events
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/// <summary>Raised after a peer connection is approved by the game.</summary>
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/// <summary>Raised after a peer connection is approved by the game.</summary>
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public event EventHandler<PeerConnectedEventArgs> PeerConnected
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public event EventHandler<PeerConnectedEventArgs> PeerConnected
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{
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{
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add => this.EventManager.PeerConnected.Add(value);
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add => this.EventManager.PeerConnected.Add(value, this.Mod);
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remove => this.EventManager.PeerConnected.Remove(value);
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remove => this.EventManager.PeerConnected.Remove(value);
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}
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}
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