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→‎Wishlist: + changes that would simplify crossplatform modding
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* ☐ Change all remaining <code>internal class</code> and <code>private class</code> to <code>public class</code> to simplify mod access.
 
* ☐ Change all remaining <code>internal class</code> and <code>private class</code> to <code>public class</code> to simplify mod access.
 
* ☐ Remove unused <tt>BloomComponent</tt>, <tt>BloomSettings</tt>, and all code which references them (this is broken and never enabled).
 
* ☐ Remove unused <tt>BloomComponent</tt>, <tt>BloomSettings</tt>, and all code which references them (this is broken and never enabled).
 +
* ☐ Make the game assembly name (i.e. <tt>Stardew Valley.exe</tt> on Windows and <tt>StardewValley.exe</tt> on Linux/macOS) consistent to simplify crossplatform modding.
    
===Medium changes===
 
===Medium changes===
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</li>
 
</li>
 
<li>☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.</li>
 
<li>☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.</li>
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<li>☐ Make the game framework (i.e. XNA Framework on Windows and MonoGame on Linux/macOS) consistent to simplify crossplatform modding.</li>
 
</ul>
 
</ul>
  
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