Merge branch 'develop' into stable

This commit is contained in:
Jesse Plamondon-Willard 2020-09-08 00:16:13 -04:00
commit 8a51279ce9
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7 changed files with 20 additions and 18 deletions

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@ -4,7 +4,7 @@
<!--set properties -->
<PropertyGroup>
<Version>3.7.0</Version>
<Version>3.7.1</Version>
<Product>SMAPI</Product>
<LangVersion>latest</LangVersion>

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@ -7,6 +7,12 @@
* Migrated to Harmony 2.0 (see [_migrate to Harmony 2.0_](https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0) for more info).
-->
## 3.7.1
Released 08 September 2020 for Stardew Valley 1.4.1 or later.
* For players:
* Fixed input-handling bugs in 3.7.
## 3.7
Released 07 September 2020 for Stardew Valley 1.4.1 or later. See [release highlights](https://www.patreon.com/posts/41341767).

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@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
"Version": "3.7.0",
"Version": "3.7.1",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
"MinimumApiVersion": "3.7.0"
"MinimumApiVersion": "3.7.1"
}

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@ -1,9 +1,9 @@
{
"Name": "Save Backup",
"Author": "SMAPI",
"Version": "3.7.0",
"Version": "3.7.1",
"Description": "Automatically backs up all your saves once per day into its folder.",
"UniqueID": "SMAPI.SaveBackup",
"EntryDll": "SaveBackup.dll",
"MinimumApiVersion": "3.7.0"
"MinimumApiVersion": "3.7.1"
}

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@ -51,7 +51,7 @@ namespace StardewModdingAPI
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.7.0");
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.7.1");
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.4.1");

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@ -29,9 +29,6 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>Whether there are new overrides in <see cref="CustomPressedKeys"/> or <see cref="CustomReleasedKeys"/> that haven't been applied to the previous state.</summary>
private bool HasNewOverrides;
/// <summary>The game tick when the input state was last updated.</summary>
private uint? LastUpdateTick;
/*********
** Accessors
@ -55,14 +52,13 @@ namespace StardewModdingAPI.Framework.Input
/*********
** Public methods
*********/
/// <summary>Update the current button states for the given tick. This does nothing if the input has already been updated for this tick (e.g. because SMAPI updated it before the game update).</summary>
public override void Update()
{
// skip if already updated
if (this.LastUpdateTick == SCore.TicksElapsed)
return;
this.LastUpdateTick = SCore.TicksElapsed;
/// <summary>This method is called by the game, and does nothing since SMAPI will already have updated by that point.</summary>
[Obsolete("This method should only be called by the game itself.")]
public override void Update() { }
/// <summary>Update the current button states for the given tick.</summary>
public void TrueUpdate()
{
// update base state
base.Update();

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@ -423,7 +423,7 @@ namespace StardewModdingAPI.Framework
private void OnGameInitialized()
{
// set initial state
this.Input.Update();
this.Input.TrueUpdate();
// init watchers
this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations());
@ -492,7 +492,7 @@ namespace StardewModdingAPI.Framework
// user from doing anything on the overnight shipping screen.
SInputState inputState = this.Input;
if (this.Game.IsActive)
inputState.Update();
inputState.TrueUpdate();
/*********
** Special cases