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Support importing without content pipeline. #7

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manbeardgames opened this issue Dec 4, 2020 · 2 comments
Closed

Support importing without content pipeline. #7

manbeardgames opened this issue Dec 4, 2020 · 2 comments
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🆕 Feature Request This is a new feature being requested.
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@manbeardgames
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Add support for runtime importing of the files without the need to build first with the content pipeline.

@manbeardgames manbeardgames added the 🆕 Feature Request This is a new feature being requested. label Dec 4, 2020
@manbeardgames manbeardgames added this to the 2.0 milestone Dec 4, 2020
@manbeardgames manbeardgames self-assigned this Dec 4, 2020
@manbeardgames
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Currently all importing and processing is done through the MonoGame.Aseprite.ContentPipeline.dll library In order for importing and processing to be performed during runtime, users would need to reference that library in their game project as well as the MonoGame.Aseprite.dll library.

The problem here is that both of these contain .Aseprite in their respective root namespaces, and it could potentially be confusing having the .ContentPipeline namespace as part of a completely different assembly.

Would potentially need to rename the namespaces to resolve this, which would be a breaking change.

@manbeardgames manbeardgames added this to To do in 2.0 Update Dec 10, 2020
@manbeardgames manbeardgames moved this from To do to In progress in 2.0 Update Dec 10, 2020
@manbeardgames manbeardgames removed this from In progress in 2.0 Update Dec 12, 2020
@manbeardgames manbeardgames modified the milestones: 2.0, Version 2.1 Dec 12, 2020
@AristurtleDev
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Importing without the MGCB Editor is now possible in MonoGame.Aseprite Version 4.0.0. https://github.com/AristurtleDev/monogame-aseprite/releases/tag/version%2F4.0.0

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