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fix typos and inconsistent spelling
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Pathoschild committed Sep 14, 2019
1 parent 3f6865e commit fd77ae9
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Showing 121 changed files with 535 additions and 492 deletions.
2 changes: 1 addition & 1 deletion .gitattributes
@@ -1,3 +1,3 @@
# normalise line endings
# normalize line endings
* text=auto
README.txt text=crlf
49 changes: 25 additions & 24 deletions docs/release-notes.md
Expand Up @@ -29,6 +29,7 @@ These changes have not been released yet.
* Fixed map reloads resetting tilesheet seasons.
* Fixed map reloads not updating door warps.
* Fixed outdoor tilesheets being seasonalised when added to an indoor location.
* Fixed typos and inconsistent spelling.

* For the mod compatibility list:
* Now loads faster (since data is fetched in a background service).
Expand All @@ -43,7 +44,7 @@ These changes have not been released yet.
* Added support for referencing a schema in a JSON Schema-compatible text editor.

* For modders:
* Mods are now loaded much earlier in the game launch. This lets mods intercept any content asset, but the game is not fully initialised when `Entry` is called (use the `GameLaunched` event if you need to run code when the game is initialised).
* Mods are now loaded much earlier in the game launch. This lets mods intercept any content asset, but the game is not fully initialized when `Entry` is called (use the `GameLaunched` event if you need to run code when the game is initialized).
* Added support for content pack translations.
* Added fields and methods: `IContentPack.HasFile`, `Context.IsGameLaunched`, and `SemanticVersion.TryParse`.
* Added separate `LogNetworkTraffic` option to make verbose logging less overwhelmingly verbose.
Expand All @@ -53,7 +54,7 @@ These changes have not been released yet.
* Trace logs when loading mods are now more clear.
* Clarified update-check errors for mods with multiple update keys.
* Fixed custom maps loaded from `.xnb` files not having their tilesheet paths automatically adjusted.
* Fixed custom maps loaded from the mod folder with tilesheets in a subfolder not working crossplatform. All tilesheet paths are now normalised for the OS automatically.
* Fixed custom maps loaded from the mod folder with tilesheets in a subfolder not working crossplatform. All tilesheet paths are now normalized for the OS automatically.
* Removed all deprecated APIs.
* Removed the `Monitor.ExitGameImmediately` method.
* Updated dependencies (including Json.NET 11.0.2 → 12.0.2, Mono.Cecil 0.10.1 → 0.10.4).
Expand All @@ -73,7 +74,7 @@ Released 13 September 2019 for Stardew Valley 1.3.36.
* For the web UI:
* When filtering the mod list, clicking a mod link now automatically adds it to the visible mods.
* Added log parser instructions for Android.
* Fixed log parser failing in some cases due to time format localisation.
* Fixed log parser failing in some cases due to time format localization.

* For modders:
* `this.Monitor.Log` now defaults to the `Trace` log level instead of `Debug`. The change will only take effect when you recompile the mod.
Expand Down Expand Up @@ -141,12 +142,12 @@ Released 09 January 2019 for Stardew Valley 1.3.32–33.
* Added locale to context trace logs.
* Fixed error loading custom map tilesheets in some cases.
* Fixed error when swapping maps mid-session for a location with interior doors.
* Fixed `Constants.SaveFolderName` and `CurrentSavePath` not available during early load stages when using `Specialised.LoadStageChanged` event.
* Fixed `Constants.SaveFolderName` and `CurrentSavePath` not available during early load stages when using `Specialized.LoadStageChanged` event.
* Fixed `LoadStage.SaveParsed` raised before the parsed save data is available.
* Fixed 'unknown mod' deprecation warnings showing the wrong stack trace.
* Fixed `e.Cursor` in input events showing wrong grab tile when player using a controller moves without moving the viewpoint.
* Fixed incorrect 'bypassed safety checks' warning for mods using the new `Specialised.LoadStageChanged` event in 2.10.
* Deprecated `EntryDll` values whose capitalisation don't match the actual file. (This works on Windows, but causes errors for Linux/Mac players.)
* Fixed incorrect 'bypassed safety checks' warning for mods using the new `Specialized.LoadStageChanged` event in 2.10.
* Deprecated `EntryDll` values whose capitalization don't match the actual file. (This works on Windows, but causes errors for Linux/Mac players.)

## 2.10.1
Released 30 December 2018 for Stardew Valley 1.3.32–33.
Expand All @@ -163,9 +164,9 @@ Released 29 December 2018 for Stardew Valley 1.3.32–33.
* Tweaked installer to reduce antivirus false positives.

* For modders:
* Added [events](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events): `GameLoop.OneSecondUpdateTicking`, `GameLoop.OneSecondUpdateTicked`, and `Specialised.LoadStageChanged`.
* Added [events](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events): `GameLoop.OneSecondUpdateTicking`, `GameLoop.OneSecondUpdateTicked`, and `Specialized.LoadStageChanged`.
* Added `e.IsCurrentLocation` event arg to `World` events.
* You can now use `helper.Data.Read/WriteSaveData` as soon as the save is loaded (instead of once the world is initialised).
* You can now use `helper.Data.Read/WriteSaveData` as soon as the save is loaded (instead of once the world is initialized).
* Increased deprecation levels to _info_ for the upcoming SMAPI 3.0.

* For the web UI:
Expand Down Expand Up @@ -338,7 +339,7 @@ Released 14 August 2018 for Stardew Valley 1.3.28.
* dialogue;
* map tilesheets.
* Added `--mods-path` CLI command-line argument to switch between mod folders.
* All enums are now JSON-serialised by name instead of numeric value. (Previously only a few enums were serialised that way. JSON files which already have numeric enum values will still be parsed fine.)
* All enums are now JSON-serialized by name instead of numeric value. (Previously only a few enums were serialized that way. JSON files which already have numeric enum values will still be parsed fine.)
* Fixed false compatibility error when constructing multidimensional arrays.
* Fixed `.ToSButton()` methods not being public.

Expand All @@ -365,7 +366,7 @@ Released 01 August 2018 for Stardew Valley 1.3.27.
* Improved the Console Commands mod:
* Added `player_add name`, which adds items to your inventory by name instead of ID.
* Fixed `world_setseason` not running season-change logic.
* Fixed `world_setseason` not normalising the season value.
* Fixed `world_setseason` not normalizing the season value.
* Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed).
* Removed the `player_setlevel` and `player_setspeed` commands, which weren't implemented in a useful way. Use a mod like CJB Cheats Menu if you need those.
* Fixed `SEHException` errors for some players.
Expand Down Expand Up @@ -456,7 +457,7 @@ Released 11 April 2018 for Stardew Valley 1.2.30–1.2.33.
* Fixed mod update alerts not shown if one mod has an invalid remote version.
* Fixed SMAPI update alerts linking to the GitHub repository instead of [smapi.io](https://smapi.io).
* Fixed SMAPI update alerts for draft releases.
* Fixed error when two content packs use different capitalisation for the same required mod ID.
* Fixed error when two content packs use different capitalization for the same required mod ID.
* Fixed rare crash if the game duplicates an item.

* For the [log parser](https://log.smapi.io):
Expand Down Expand Up @@ -531,8 +532,8 @@ Released 24 February 2018 for Stardew Valley 1.2.30–1.2.33.
* For modders:
* Added support for content packs and new APIs to read them.
* Added support for `ISemanticVersion` in JSON models.
* Added `SpecialisedEvents.UnvalidatedUpdateTick` event for specialised use cases.
* Added path normalising to `ReadJsonFile` and `WriteJsonFile` helpers (so no longer need `Path.Combine` with those).
* Added `SpecializedEvents.UnvalidatedUpdateTick` event for specialized use cases.
* Added path normalizing to `ReadJsonFile` and `WriteJsonFile` helpers (so no longer need `Path.Combine` with those).
* Fixed deadlock in rare cases with asset loaders.
* Fixed unhelpful error when a mod exposes a non-public API.
* Fixed unhelpful error when a translation file has duplicate keys due to case-insensitivity.
Expand Down Expand Up @@ -585,11 +586,11 @@ Released 26 December 2017 for Stardew Valley 1.2.30–1.2.33.

* For modders:
* **Added mod-provided APIs** to allow simple integrations between mods, even without direct assembly references.
* Added `GameEvents.FirstUpdateTick` event (called once after all mods are initialised).
* Added `GameEvents.FirstUpdateTick` event (called once after all mods are initialized).
* Added `IsSuppressed` to input events so mods can optionally avoid handling keys another mod has already handled.
* Added trace message for mods with no update keys.
* Adjusted reflection API to match actual usage (e.g. renamed `GetPrivate*` to `Get*`), and deprecated previous methods.
* Fixed `GraphicsEvents.OnPostRenderEvent` not being raised in some specialised cases.
* Fixed `GraphicsEvents.OnPostRenderEvent` not being raised in some specialized cases.
* Fixed reflection API error for properties missing a `get` and `set`.
* Fixed issue where a mod could change the cursor position reported to other mods.
* Updated compatibility list.
Expand All @@ -614,7 +615,7 @@ Released 02 December 2017 for Stardew Valley 1.2.30–1.2.33.
* Slightly improved the UI.

* For modders:
* Added `helper.Content.NormaliseAssetName` method.
* Added `helper.Content.NormalizeAssetName` method.
* Added `SDate.DaysSinceStart` property.
* Fixed input events' `e.SuppressButton(button)` method ignoring specified button.
* Fixed input events' `e.SuppressButton()` method not working with mouse buttons.
Expand Down Expand Up @@ -769,7 +770,7 @@ For mod developers:
* Added content helper properties for the game's current language.
* Fixed `Context.IsPlayerFree` being false if the player is performing an action.
* Fixed `GraphicsEvents.Resize` being raised before the game updates its window data.
* Fixed `SemanticVersion` not being deserialisable through Json.NET.
* Fixed `SemanticVersion` not being deserializable through Json.NET.
* Fixed terminal not launching on Xfce Linux.

For SMAPI developers:
Expand Down Expand Up @@ -840,7 +841,7 @@ For modders:
* SMAPI now automatically fixes tilesheet references for maps loaded from the mod folder.
<small>_When loading a map from the mod folder, SMAPI will automatically use tilesheets relative to the map file if they exists. Otherwise it will default to tilesheets in the game content._</small>
* Added `Context.IsPlayerFree` for mods that need to check if the player can act (i.e. save is loaded, no menu is displayed, no cutscene is in progress, etc).
* Added `Context.IsInDrawLoop` for specialised mods.
* Added `Context.IsInDrawLoop` for specialized mods.
* Fixed `smapi-crash.txt` being copied from the default log even if a different path is specified with `--log-path`.
* Fixed the content API not matching XNB filenames with two dots (like `a.b.xnb`) if you don't specify the `.xnb` extension.
* Fixed `debug` command output not printed to console.
Expand All @@ -867,7 +868,7 @@ For players:

For mod developers:
* Added a `Context.IsWorldReady` flag for mods to use.
<small>_This indicates whether a save is loaded and the world is finished initialising, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick)._</small>
<small>_This indicates whether a save is loaded and the world is finished initializing, which starts at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised. This is mainly useful for events which can be raised before the world is loaded (like update tick)._</small>
* Added a `debug` console command which lets you run the game's debug commands (e.g. `debug warp FarmHouse 1 1` warps you to the farmhouse).
* Added basic context info to logs to simplify troubleshooting.
* Added a `Mod.Dispose` method which can be overriden to clean up before exit. This method isn't guaranteed to be called on every exit.
Expand Down Expand Up @@ -905,8 +906,8 @@ For players:
For mod developers:
* Added a content API which loads custom textures/maps/data from the mod's folder (`.xnb` or `.png` format) or game content.
* `Console.Out` messages are now written to the log file.
* `Monitor.ExitGameImmediately` now aborts SMAPI initialisation and events more quickly.
* Fixed value-changed events being raised when the player loads a save due to values being initialised.
* `Monitor.ExitGameImmediately` now aborts SMAPI initialization and events more quickly.
* Fixed value-changed events being raised when the player loads a save due to values being initialized.

## 1.10
Released 24 April 2017 for Stardew Valley 1.2.26.
Expand All @@ -922,7 +923,7 @@ For players:
* Replaced `player_addmelee` with `player_addweapon` with support for non-melee weapons.

For mod developers:
* Mods are now initialised after the `Initialize`/`LoadContent` phase, which means the `GameEvents.Initialize` and `GameEvents.LoadContent` events are deprecated. You can move any logic in those methods to your mod's `Entry` method.
* Mods are now initialized after the `Initialize`/`LoadContent` phase, which means the `GameEvents.Initialize` and `GameEvents.LoadContent` events are deprecated. You can move any logic in those methods to your mod's `Entry` method.
* Added `IsBetween` and string overloads to the `ISemanticVersion` methods.
* Fixed mouse-changed event never updating prior mouse position.
* Fixed `monitor.ExitGameImmediately` not working correctly.
Expand Down Expand Up @@ -961,7 +962,7 @@ For mod developers:
* The SMAPI log now has a simpler filename.
* The SMAPI log now shows the OS caption (like "Windows 10") instead of its internal version when available.
* The SMAPI log now always uses `\r\n` line endings to simplify crossplatform viewing.
* Fixed `SaveEvents.AfterLoad` being raised during the new-game intro before the player is initialised.
* Fixed `SaveEvents.AfterLoad` being raised during the new-game intro before the player is initialized.
* Fixed SMAPI not recognising `Mod` instances that don't subclass `Mod` directly.
* Several obsolete APIs have been removed (see [migration guides](https://stardewvalleywiki.com/Modding:Index#Migration_guides)),
and all _notice_-level deprecations have been increased to _info_.
Expand Down Expand Up @@ -1006,7 +1007,7 @@ For mod developers:
* Added a mod registry which provides metadata about loaded mods.
* The `Entry(…)` method is now deferred until all mods are loaded.
* Fixed `SaveEvents.BeforeSave` and `.AfterSave` not triggering on days when the player shipped something.
* Fixed `PlayerEvents.LoadedGame` and `SaveEvents.AfterLoad` being fired before the world finishes initialising.
* Fixed `PlayerEvents.LoadedGame` and `SaveEvents.AfterLoad` being fired before the world finishes initializing.
* Fixed some `LocationEvents`, `PlayerEvents`, and `TimeEvents` being fired during game startup.
* Increased deprecation levels for `SObject`, `LogWriter` (not `Log`), and `Mod.Entry(ModHelper)` (not `Mod.Entry(IModHelper)`) to _pending removal_. Increased deprecation levels for `Mod.PerSaveConfigFolder`, `Mod.PerSaveConfigPath`, and `Version.VersionString` to _info_.

Expand Down
12 changes: 6 additions & 6 deletions src/SMAPI.Installer/InteractiveInstaller.cs
Expand Up @@ -106,7 +106,7 @@ public InteractiveInstaller(string bundlePath)
/// <summary>Run the install or uninstall script.</summary>
/// <param name="args">The command line arguments.</param>
/// <remarks>
/// Initialisation flow:
/// Initialization flow:
/// 1. Collect information (mainly OS and install path) and validate it.
/// 2. Ask the user whether to install or uninstall.
///
Expand Down Expand Up @@ -218,15 +218,15 @@ public void Run(string[] args)
****/
// get theme writers
var lightBackgroundWriter = new ColorfulConsoleWriter(EnvironmentUtility.DetectPlatform(), MonitorColorScheme.LightBackground);
var darkDarkgroundWriter = new ColorfulConsoleWriter(EnvironmentUtility.DetectPlatform(), MonitorColorScheme.DarkBackground);
var darkBackgroundWriter = new ColorfulConsoleWriter(EnvironmentUtility.DetectPlatform(), MonitorColorScheme.DarkBackground);

// print question
this.PrintPlain("Which text looks more readable?");
Console.WriteLine();
Console.Write(" [1] ");
lightBackgroundWriter.WriteLine("Dark text on light background", ConsoleLogLevel.Info);
Console.Write(" [2] ");
darkDarkgroundWriter.WriteLine("Light text on dark background", ConsoleLogLevel.Info);
darkBackgroundWriter.WriteLine("Light text on dark background", ConsoleLogLevel.Info);
Console.WriteLine();

// handle choice
Expand All @@ -239,7 +239,7 @@ public void Run(string[] args)
break;
case "2":
scheme = MonitorColorScheme.DarkBackground;
this.ConsoleWriter = darkDarkgroundWriter;
this.ConsoleWriter = darkBackgroundWriter;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
Expand Down Expand Up @@ -646,7 +646,7 @@ private void RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Fu

/// <summary>Delete a file or folder regardless of file permissions, and block until deletion completes.</summary>
/// <param name="entry">The file or folder to reset.</param>
/// <remarks>This method is mirred from <c>FileUtilities.ForceDelete</c> in the toolkit.</remarks>
/// <remarks>This method is mirrored from <c>FileUtilities.ForceDelete</c> in the toolkit.</remarks>
private void ForceDelete(FileSystemInfo entry)
{
// ignore if already deleted
Expand Down Expand Up @@ -762,7 +762,7 @@ private DirectoryInfo InteractivelyGetInstallPath(Platform platform, ModToolkit
continue;
}

// normalise path
// normalize path
if (platform == Platform.Windows)
path = path.Replace("\"", ""); // in Windows, quotes are used to escape spaces and aren't part of the file path
if (platform == Platform.Linux || platform == Platform.Mac)
Expand Down
2 changes: 1 addition & 1 deletion src/SMAPI.Installer/Program.cs
Expand Up @@ -36,7 +36,7 @@ public static void Main(string[] args)
FileInfo zipFile = new FileInfo(Path.Combine(Program.InstallerPath, $"{(platform == PlatformID.Win32NT ? "windows" : "unix")}-install.dat"));
if (!zipFile.Exists)
{
Console.WriteLine($"Oops! Some of the installer files are missing; try redownloading the installer. (Missing file: {zipFile.FullName})");
Console.WriteLine($"Oops! Some of the installer files are missing; try re-downloading the installer. (Missing file: {zipFile.FullName})");
Console.ReadLine();
return;
}
Expand Down
2 changes: 1 addition & 1 deletion src/SMAPI.Internal/ConsoleWriting/ColorfulConsoleWriter.cs
Expand Up @@ -126,7 +126,7 @@ private static bool IsDark(ConsoleColor color)
case ConsoleColor.Black:
case ConsoleColor.Blue:
case ConsoleColor.DarkBlue:
case ConsoleColor.DarkMagenta: // Powershell
case ConsoleColor.DarkMagenta: // PowerShell
case ConsoleColor.DarkRed:
case ConsoleColor.Red:
return true;
Expand Down
Expand Up @@ -2,7 +2,7 @@
namespace Netcode
{
/// <summary>A simplified version of Stardew Valley's <c>Netcode.NetFieldBase</c> for unit testing.</summary>
/// <typeparam name="T">The type of the synchronised value.</typeparam>
/// <typeparam name="T">The type of the synchronized value.</typeparam>
/// <typeparam name="TSelf">The type of the current instance.</typeparam>
public class NetFieldBase<T, TSelf> where TSelf : NetFieldBase<T, TSelf>
{
Expand Down

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