update for Stardew Valley 1.5.5 hotfix
This commit is contained in:
parent
e4416925f9
commit
6df3b0b814
|
@ -4,6 +4,7 @@
|
||||||
## Upcoming version
|
## Upcoming version
|
||||||
* For players:
|
* For players:
|
||||||
* You no longer need .NET 5 to run the SMAPI installer.
|
* You no longer need .NET 5 to run the SMAPI installer.
|
||||||
|
* Updated for the Stardew Valley 1.5.5 hotfix on 2021-12-03.
|
||||||
|
|
||||||
* For SMAPI maintainers:
|
* For SMAPI maintainers:
|
||||||
* Added a new [scripted release package process](technical/smapi.md), which removes the need to compile SMAPI on multiple platforms and manually combine them.
|
* Added a new [scripted release package process](technical/smapi.md), which removes the need to compile SMAPI on multiple platforms and manually combine them.
|
||||||
|
|
|
@ -776,10 +776,10 @@ namespace StardewModdingAPI.Framework
|
||||||
}
|
}
|
||||||
if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
|
if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
|
||||||
{
|
{
|
||||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, GameRunner.MaxTextureSize), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Game1.viewport.X, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
||||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
||||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, GameRunner.MaxTextureSize)), Color.Black);
|
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Game1.viewport.Y), Color.Black);
|
||||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Color.Black);
|
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64)), Color.Black);
|
||||||
}
|
}
|
||||||
Game1.spriteBatch.End();
|
Game1.spriteBatch.End();
|
||||||
Game1.PushUIMode();
|
Game1.PushUIMode();
|
||||||
|
|
Loading…
Reference in New Issue