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LegendaryExplorerCore.csproj
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LegendaryExplorerCore.csproj
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!--Version info-->
<Description>Core library for LegendaryExplorer, a toolset for modding the Mass Effect Trilogy and Mass Effect Legendary Edition</Description>
<Company>ME3Tweaks</Company>
<Authors>ME3Tweaks</Authors>
<Version>6.3.0.0</Version>
</PropertyGroup>
<PropertyGroup>
<TargetFrameworks>net6.0;net7.0</TargetFrameworks>
<LangVersion>10.0</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Platforms>x64</Platforms>
<Configurations>WinDebug;WinRelease;LinuxDebug;LinuxRelease;MacDebug;MacRelease;WPFDebug;WPFRelease;WinAzureRelease;WinAzureTest</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(TF_BUILD)' == 'true'">
<ContinuousIntegrationBuild>true</ContinuousIntegrationBuild>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='WinDebug' or '$(Configuration)'=='WPFDebug'">
<DebugType>pdbonly</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<DefineConstants>TRACE;DEBUG;WINDOWS</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='WinRelease' or '$(Configuration)'=='WPFRelease'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<!-- If the Optimize flag is enabled, you should be aware that running it with the debugger attached disables optimizations!
If you want to debug a problem that only occurs in an optimized build, you'll need to use this attribute:
[assembly: Debuggable(true, false)]
-->
<Optimize>true</Optimize>
<PlatformTarget>x64</PlatformTarget>
<DefineConstants>WINDOWS</DefineConstants>
</PropertyGroup>
<!-- Nightly release from Azure-->
<PropertyGroup Condition="'$(Configuration)'=='WinAzureRelease'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<Optimize>true</Optimize>
<PlatformTarget>x64</PlatformTarget>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DefineConstants>WINDOWS;NIGHTLY</DefineConstants>
</PropertyGroup>
<!-- Azure flags allow special code to make tests work on azure since game won't exist there. It should never be used locally -->
<PropertyGroup Condition="'$(Configuration)'=='WinAzureTest'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DefineConstants>WINDOWS;AZURE</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='LinuxDebug'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<DefineConstants>TRACE;DEBUG;LINUX</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='LinuxRelease'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<DefineConstants>LINUX</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='MacDebug'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DefineConstants>TRACE;DEBUG;MAC</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='MacRelease'">
<DebugType>embedded</DebugType>
<DebugSymbols>true</DebugSymbols>
<PlatformTarget>x64</PlatformTarget>
<DefineConstants>MAC</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Compile Remove="Sequencing\**" />
<EmbeddedResource Remove="Sequencing\**" />
<None Remove="Sequencing\**" />
</ItemGroup>
<ItemGroup>
<None Remove="Embedded\*.zip" />
<None Remove="Embedded\udkdefaultthumb.png" />
<None Remove="Embedded\Precomputed\TextureMap\vanillaME1Map.bin" />
<None Remove="Libraries\Windows\TexConverter.exp" />
<None Remove="Libraries\Windows\TexConverter.ilk" />
<None Remove="Libraries\Windows\TexConverter.lib" />
<None Remove="Libraries\Windows\TexConverter.pdb" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Embedded\**\*.*" />
</ItemGroup>
<ItemGroup>
<!-- WINDOWS -->
<ContentWithTargetPath Include="Libraries\Windows\CompressionWrappers.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<TargetPath>CompressionWrappers.dll</TargetPath>
</ContentWithTargetPath>
<ContentWithTargetPath Include="Libraries\Windows\TexConverter.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<TargetPath>TexConverter.dll</TargetPath>
</ContentWithTargetPath>
<ContentWithTargetPath Include="Libraries\Windows\ISACTTools.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<TargetPath>ISACTTools.dll</TargetPath>
</ContentWithTargetPath>
</ItemGroup>
<ItemGroup>
<PackageReference Include="BCnEncoder.Net" Version="2.1.0" />
<PackageReference Include="BCnEncoder.Net.ImageSharp" Version="1.1.1" />
<PackageReference Include="CommunityToolkit.Diagnostics" Version="8.2.0" />
<PackageReference Include="Microsoft.IO.RecyclableMemoryStream" Version="2.3.2" />
<PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" />
<PackageReference Include="MSTest.TestFramework" Version="2.2.8" Condition="$(Configuration.Contains('Azure'))" />
<PackageReference Include="NAudio.Vorbis" Version="1.5.0" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
<PackageReference Include="PropertyChanged.Fody" Version="4.1.0" PrivateAssets="All" />
<PackageReference Include="Serilog" Version="3.0.1" />
<PackageReference Include="SixLabors.ImageSharp" Version="2.1.4" />
<PackageReference Include="System.Buffers" Version="4.5.1" />
<PackageReference Include="System.Drawing.Common" Version="7.0.0" />
<PackageReference Include="System.IO.Hashing" Version="7.0.0" />
</ItemGroup>
<ItemGroup>
<Service Include="{508349b6-6b84-4df5-91f0-309beebad82d}" />
</ItemGroup>
<ItemGroup>
<Folder Include="Embedded\Packages\EmptyLevels\" />
</ItemGroup>
</Project>