Merge branch 'develop' into stable

This commit is contained in:
Jesse Plamondon-Willard 2018-12-30 18:14:41 -05:00
commit 79c6166005
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GPG Key ID: 7D7C8097B62033CE
12 changed files with 47 additions and 35 deletions

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@ -1,5 +1,5 @@
using System.Reflection;
[assembly: AssemblyProduct("SMAPI")]
[assembly: AssemblyVersion("2.10.0")]
[assembly: AssemblyFileVersion("2.10.0")]
[assembly: AssemblyVersion("2.10.1")]
[assembly: AssemblyFileVersion("2.10.1")]

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@ -1,4 +1,10 @@
# Release notes
## 2.10.1
Released 30 December 2018 for Stardew Valley 1.3.32.
* For players:
* Fixed some mod integrations not working correctly in SMAPI 2.10.
## 2.10
Released 29 December 2018 for Stardew Valley 1.3.32.

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@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
"Version": "2.10.0",
"Version": "2.10.1",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
"MinimumApiVersion": "2.10.0"
"MinimumApiVersion": "2.10.1"
}

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@ -1,9 +1,9 @@
{
"Name": "Save Backup",
"Author": "SMAPI",
"Version": "2.10.0",
"Version": "2.10.1",
"Description": "Automatically backs up all your saves once per day into its folder.",
"UniqueID": "SMAPI.SaveBackup",
"EntryDll": "SaveBackup.dll",
"MinimumApiVersion": "2.10.0"
"MinimumApiVersion": "2.10.1"
}

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@ -29,7 +29,7 @@ namespace StardewModdingAPI
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("2.10.0");
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("2.10.1");
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.3.32");

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
public uint Ticks => SGame.TicksElapsed;
/*********

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
/*********
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
/*********

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -10,10 +10,10 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
public uint Ticks => SGame.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => Game1.ticks % 60 == 0;
public bool IsOneSecond => this.Ticks % 60 == 0;
/*********

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -9,11 +9,11 @@ namespace StardewModdingAPI.Events
/*********
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => Game1.ticks % 60 == 0;
public bool IsOneSecond => this.Ticks % 60 == 0;
/*********

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -10,10 +10,10 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
public uint Ticks => SGame.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => Game1.ticks % 60 == 0;
public bool IsOneSecond => this.Ticks % 60 == 0;
/*********

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@ -1,5 +1,5 @@
using System;
using StardewValley;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
@ -9,11 +9,11 @@ namespace StardewModdingAPI.Events
/*********
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => (uint)Game1.ticks;
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => Game1.ticks % 60 == 0;
public bool IsOneSecond => this.Ticks % 60 == 0;
/*********

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@ -109,6 +109,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Static state to use while <see cref="Game1"/> is initialising, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal static SGameConstructorHack ConstructorHack { get; set; }
/// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
internal static uint TicksElapsed { get; private set; }
/// <summary>SMAPI's content manager.</summary>
public ContentCoordinator ContentCore { get; private set; }
@ -339,6 +342,7 @@ namespace StardewModdingAPI.Framework
if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
#if !SMAPI_3_0_STRICT
@ -431,6 +435,7 @@ namespace StardewModdingAPI.Framework
// suppress non-save events
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
#if !SMAPI_3_0_STRICT
@ -874,7 +879,7 @@ namespace StardewModdingAPI.Framework
** Game update
*********/
// game launched
bool isFirstTick = Game1.ticks == 0;
bool isFirstTick = SGame.TicksElapsed == 0;
if (isFirstTick)
events.GameLaunched.Raise(new GameLaunchedEventArgs());
@ -883,7 +888,7 @@ namespace StardewModdingAPI.Framework
this.OnLoadStageChanged(LoadStage.Loaded);
// update tick
bool isOneSecond = Game1.ticks % 60 == 0;
bool isOneSecond = SGame.TicksElapsed % 60 == 0;
events.UnvalidatedUpdateTicking.RaiseEmpty();
events.UpdateTicking.RaiseEmpty();
if (isOneSecond)
@ -891,6 +896,7 @@ namespace StardewModdingAPI.Framework
try
{
this.Input.UpdateSuppression();
SGame.TicksElapsed++;
base.Update(gameTime);
}
catch (Exception ex)
@ -910,17 +916,17 @@ namespace StardewModdingAPI.Framework
if (isFirstTick)
events.Legacy_FirstUpdateTick.Raise();
events.Legacy_UpdateTick.Raise();
if (Game1.ticks % 2 == 0)
if (SGame.TicksElapsed % 2 == 0)
events.Legacy_SecondUpdateTick.Raise();
if (Game1.ticks % 4 == 0)
if (SGame.TicksElapsed % 4 == 0)
events.Legacy_FourthUpdateTick.Raise();
if (Game1.ticks % 8 == 0)
if (SGame.TicksElapsed % 8 == 0)
events.Legacy_EighthUpdateTick.Raise();
if (Game1.ticks % 15 == 0)
if (SGame.TicksElapsed % 15 == 0)
events.Legacy_QuarterSecondTick.Raise();
if (Game1.ticks % 30 == 0)
if (SGame.TicksElapsed % 30 == 0)
events.Legacy_HalfSecondTick.Raise();
if (Game1.ticks % 60 == 0)
if (SGame.TicksElapsed % 60 == 0)
events.Legacy_OneSecondTick.Raise();
#endif
@ -1384,7 +1390,7 @@ namespace StardewModdingAPI.Framework
}
Game1.drawPlayerHeldObject(Game1.player);
}
label_129:
label_129:
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
Game1.drawTool(Game1.player);
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)