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add asset propagation for Data/ChairTiles
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@@ -26,6 +26,7 @@
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* Added `DoesAssetExist` methods to `helper.GameContent` and `helper.ModContent` (thanks to KhloeLeclair!).
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* Added scroll wheel suppression via `helper.Input.SuppressScrollWheel()` (thanks to MercuriusXeno!).
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* Added `PathUtilities.AnonymizePathForDisplay` to anonymize home paths (thanks to AnotherPillow!).
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* Added asset propagation for `Data/ChairTiles`.
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* Updated dependencies, including [FluentHttpClient](https://github.com/Pathoschild/FluentHttpClient#readme) 4.3.0 → 4.4.0 (see [changes](https://github.com/Pathoschild/FluentHttpClient/blob/develop/RELEASE-NOTES.md#440)) and [Pintail](https://github.com/Nanoray-pl/Pintail) 2.3.0 → 2.4.2 (see [changes](https://github.com/Nanoray-pl/Pintail/blob/master/docs/release-notes.md#242)).
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* The SMAPI log now includes the assembly version of each loaded mod (thanks to spacechase0!).
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* Fixed `content.Load` ignoring language override in recent versions.
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@@ -328,6 +328,19 @@ namespace StardewModdingAPI.Metadata
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}
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return true;
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case "data/chairtiles": // GameLocation.loadMap
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if (!ignoreWorld)
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{
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Utility.ForEachLocation(location =>
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{
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if (Context.IsMainPlayer || location.IsTemporary)
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this.Reflection.GetField<bool>(location, "__mapSeatsDirty").SetValue(true);
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return true;
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});
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}
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return true;
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case "data/characters": // Game1.LoadContent
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Game1.characterData = DataLoader.Characters(content);
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if (!ignoreWorld)
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