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prepare for release
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Pathoschild committed Jun 8, 2024
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2 changes: 1 addition & 1 deletion Automate/Automate.csproj
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@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Version>2.2.2</Version>
<Version>2.2.3</Version>
<RootNamespace>Pathoschild.Stardew.Automate</RootNamespace>

<TranslationClassBuilder_AddGetByKey>true</TranslationClassBuilder_AddGetByKey>
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6 changes: 4 additions & 2 deletions Automate/docs/release-notes.md
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[← back to readme](README.md)

# Release notes
## Upcoming release
* Raised minimum versions to SMAPI 4.0.7 and Stardew Valley 1.6.4.
## 2.2.3
Released 08 June 2024 for SMAPI 4.0.7 or later.

* Raised minimum versions to SMAPI 4.0.7 and Stardew Valley 1.6.4.
_This avoids errors due to breaking changes in earlier 1.6 patches._
* Internal refactoring.
* Improved translations. Thanks to mehmetgorkemarslan (updated Turkish)!
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2 changes: 1 addition & 1 deletion Automate/manifest.json
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{
"Name": "Automate",
"Author": "Pathoschild",
"Version": "2.2.2",
"Version": "2.2.3",
"MinimumApiVersion": "4.0.7",
"MinimumGameVersion": "1.6.4",
"Description": "Lets you automate crafting machines, fruit trees, and more by connecting them to chests.",
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2 changes: 1 addition & 1 deletion ChestsAnywhere/ChestsAnywhere.csproj
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@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Version>1.23.4</Version>
<Version>1.23.5</Version>
<RootNamespace>Pathoschild.Stardew.ChestsAnywhere</RootNamespace>

<TranslationClassBuilder_AddGetByKey>true</TranslationClassBuilder_AddGetByKey>
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8 changes: 5 additions & 3 deletions ChestsAnywhere/docs/release-notes.md
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@@ -1,10 +1,12 @@
[← back to readme](README.md)

# Release notes
## Upcoming release
* Raised minimum versions to SMAPI 4.0.7 and Stardew Valley 1.6.4.
_This avoids errors due to breaking changes in earlier 1.6 patches._
## 1.23.5
Released 08 June 2024 for SMAPI 4.0.7 or later.

* Fixed the community center fish tank being accessible through Chests Anywhere.
* Raised minimum versions to SMAPI 4.0.7 and Stardew Valley 1.6.4.
_This avoids errors due to breaking changes in earlier 1.6 patches._
* Internal refactoring.

## 1.23.4
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2 changes: 1 addition & 1 deletion ChestsAnywhere/manifest.json
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@@ -1,7 +1,7 @@
{
"Name": "Chests Anywhere",
"Author": "Pathoschild",
"Version": "1.23.4",
"Version": "1.23.5",
"MinimumApiVersion": "4.0.7",
"MinimumGameVersion": "1.6.4",
"Description": "Access your chests from anywhere and organize them your way.",
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2 changes: 1 addition & 1 deletion ContentPatcher/ContentPatcher.csproj
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@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Version>2.1.2</Version>
<Version>2.2.0</Version>
<RootNamespace>ContentPatcher</RootNamespace>
</PropertyGroup>

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24 changes: 12 additions & 12 deletions ContentPatcher/docs/author-guide.md
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Expand Up @@ -66,7 +66,7 @@ For example, here's a `content.json` which replaces Abigail's portraits with you

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand Down Expand Up @@ -121,7 +121,7 @@ So if you wanted to change Abigail's portraits, you would use Content Patcher to
5. Create a `content.json` file with this content:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
// your changes will go here
]
Expand All @@ -134,7 +134,7 @@ That's it! You now have a working Content Patcher pack, though it doesn't do any
That `Format` field is the version of Content Patcher for which you designed the content pack. This
is used to keep your content pack compatible with future versions.
You should always use the latest format version (currently `2.1.0`) to enable the latest features,
You should always use the latest format version (currently `2.2.0`) to enable the latest features,
avoid obsolete behavior, and reduce startup time.
### Changes
Expand Down Expand Up @@ -167,7 +167,7 @@ would change her portraits in-game:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand Down Expand Up @@ -201,7 +201,7 @@ For example, this doubles the price of moss soup (see [object fields](https://st

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
Expand Down Expand Up @@ -238,7 +238,7 @@ For example, if your content pack has an `assets/tuna.png` image with a custom
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditImage",
Expand Down Expand Up @@ -269,7 +269,7 @@ This lets you...
For example, this replaces the town square with a custom version in your content folder:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditMap",
Expand All @@ -296,7 +296,7 @@ exactly as if they were directly in `content.json`.
For example, you can combine this with [tokens and condition](#tokens) to load a dynamic file:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Include",
Expand Down Expand Up @@ -332,7 +332,7 @@ For example, this gives Abigail a different portrait for each season:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand All @@ -347,7 +347,7 @@ Or this gives her different seasonal portraits if you're married to her:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand All @@ -372,7 +372,7 @@ For example, you can use config values as [tokens and conditions](#tokens):

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"ConfigSchema": {
"EnableJohn": {
"AllowValues": "true, false",
Expand Down Expand Up @@ -403,7 +403,7 @@ in any Content Patcher field that allows [tokens](#tokens):
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
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10 changes: 5 additions & 5 deletions ContentPatcher/docs/author-guide/action-editdata.md
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Expand Up @@ -257,7 +257,7 @@ example, this [adds a new item](https://stardewvalleywiki.com/Modding:Items) wit

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
Expand Down Expand Up @@ -286,7 +286,7 @@ For example, this edits the description field for an item:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
Expand All @@ -305,7 +305,7 @@ You can also delete an entry by setting its value to `null`. For example, this d
recreate it with different conditions:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
Expand All @@ -331,7 +331,7 @@ The order is often important for list assets (e.g. the game will use the first e
`MoveEntries` field. For example, this moves the `Abigail` entry using each possible operation:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
Expand Down Expand Up @@ -419,7 +419,7 @@ the entire entry:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditData",
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2 changes: 1 addition & 1 deletion ContentPatcher/docs/author-guide/action-editimage.md
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Expand Up @@ -91,7 +91,7 @@ If omitted, it's applied to all localized and unlocalized variants of the asset.
This changes the in-game sprite for one item:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditImage",
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8 changes: 4 additions & 4 deletions ContentPatcher/docs/author-guide/action-editmap.md
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Expand Up @@ -221,7 +221,7 @@ Here's how that would be merged with each patch mode (black areas are the empty
For example, this replaces the town square with the one in another map:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditMap",
Expand Down Expand Up @@ -304,7 +304,7 @@ For example, this changes the `Outdoors` tile for the farm cave and adds a warp
[map documentation](https://stardewvalleywiki.com/Modding:Maps) for the warp syntax):
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditMap",
Expand Down Expand Up @@ -365,7 +365,7 @@ field | purpose
For example, this extends the farm path one extra tile to the shipping bin:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditMap",
Expand All @@ -386,7 +386,7 @@ You can use tokens in all of the fields. For example, this adds a warp in front
that leads to a different location each day:
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "EditMap",
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4 changes: 2 additions & 2 deletions ContentPatcher/docs/author-guide/action-include.md
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Expand Up @@ -62,7 +62,7 @@ In the simplest case, you can use this to organize your patches into subfiles:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Include",
Expand All @@ -76,7 +76,7 @@ You can combine this with tokens and conditions to load files dynamically:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Include",
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8 changes: 4 additions & 4 deletions ContentPatcher/docs/author-guide/action-load.md
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Expand Up @@ -95,7 +95,7 @@ If omitted, it's applied to all localized and unlocalized variants of the asset.
This replaces Abigail's portraits with your own image (see [NPC modding](https://stardewvalleywiki.com/Modding:NPC_data)):
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand All @@ -110,7 +110,7 @@ You can list any number of load patches, as long as each asset is only loaded by

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand All @@ -131,7 +131,7 @@ files at once:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
Expand All @@ -145,7 +145,7 @@ files at once:
You can use `Priority` to have an optional load (e.g. if it'll still work when another mod loads it first):
```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"Changes": [
{
"Action": "Load",
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4 changes: 2 additions & 2 deletions ContentPatcher/docs/author-guide/config.md
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Expand Up @@ -43,7 +43,7 @@ applied:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"ConfigSchema": {
"Material": {
"AllowValues": "Wood, Metal",
Expand Down Expand Up @@ -103,7 +103,7 @@ For example, this adds two sections:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"ConfigSchema": {
// appearance section
"Material": {
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4 changes: 2 additions & 2 deletions ContentPatcher/docs/author-guide/custom-locations.md
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Expand Up @@ -125,7 +125,7 @@ Here's how you'd do that:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",

"CustomLocations": [
// add the in-game location
Expand Down Expand Up @@ -187,7 +187,7 @@ For example:

```js
{
"Format": "2.1.0",
"Format": "2.2.0",
"CustomLocations": [
{
"Name": "{{ModId}}_AbigailCloset",
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