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Copy file name to clipboardExpand all lines: src/SMAPI.Web/wwwroot/schemas/content-patcher.json
+16-3Lines changed: 16 additions & 3 deletions
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"title": "Format version",
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"description": "The format version. You should always use the latest version to enable the latest features, avoid obsolete behavior, and reduce load times.",
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"type": "string",
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"pattern": "^2\\.5\\.[0-9]+$",
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"pattern": "^2\\.6\\.[0-9]+$",
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"@errorMessages": {
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"pattern": "Incorrect value '@value'. You should always use the latest format version (currently 2.5.0) to enable the latest features, avoid obsolete behavior, and reduce load times."
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"pattern": "Incorrect value '@value'. You should always use the latest format version (currently 2.6.0) to enable the latest features, avoid obsolete behavior, and reduce load times."
"pattern": "Each warp must match the exact format recognized by the game's Warp map property (i.e. 'fromX fromY targetMap targetX targetY', like '10 10 Town 0 30'."
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"pattern": "Each warp must match the exact format recognized by the game's Warp map property (i.e. 'fromX fromY targetMap targetX targetY', like '10 10 Town 0 30')."
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}
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}
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},
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"AddNpcWarps": {
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"title": "Add NPC-only warps",
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"description": "The NPC-only warp values to add to the location, in the format recognized by the game's NPCWarp map property.",
"pattern": "Each warp must match the exact format recognized by the game's NPCWarp map property (i.e. 'fromX fromY targetMap targetX targetY', like '10 10 Town 0 30')."
/// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
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/// <param name="relativePath">The tilesheet path to load.</param>
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/// <param name="assetName">The found asset name.</param>
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/// <param name="isInternalAssetKey">Whether the <paramref name="assetName"/> is an internal asset key which points to a file in the mod folder, rather than an asset name in the game's normal content pipeline.</param>
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/// <param name="error">A message indicating why the file couldn't be loaded.</param>
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/// <returns>Returns whether the asset name was found.</returns>
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/// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks>
this.GameContentManager.LoadLocalized<Texture2D>(contentKey,this.GameContentManager.Language,useCache:true);// no need to bypass cache here, since we're not storing the asset
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