From 0887a0a22a946f921f90466227089893295dfb54 Mon Sep 17 00:00:00 2001 From: cjones Date: Fri, 4 Mar 2016 13:16:50 +0000 Subject: Deleted unwanted files. Ideally these would not be in source control. --- Release/Mods/TrainerMod.dll | Bin 23552 -> 0 bytes Release/SMAPI_0.31A.zip | Bin 29642 -> 0 bytes Release/SMAPI_0.32A.zip | Bin 29936 -> 0 bytes Release/SMAPI_0.35.zip | Bin 32394 -> 0 bytes Release/SMAPI_0.36A.zip | Bin 32690 -> 0 bytes Release/StardewModdingAPI.exe | Bin 69120 -> 0 bytes Release/Use.txt | 1 - Release/steam_appid.txt | 1 - StardewInjector/bin/Debug/Lidgren.Network.dll | Bin 123904 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.Game.dll | Bin 74752 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.Game.xml | 625 -- .../bin/Debug/Microsoft.Xna.Framework.Graphics.dll | Bin 427520 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.Graphics.xml | 3431 --------- .../bin/Debug/Microsoft.Xna.Framework.dll | Bin 679424 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.xml | 7375 -------------------- StardewInjector/bin/Debug/Mono.Cecil.dll | Bin 280576 -> 0 bytes StardewInjector/bin/Debug/Stardew Valley.exe | Bin 2185728 -> 0 bytes StardewInjector/bin/Debug/StardewInjector.dll | Bin 17408 -> 0 bytes .../bin/Debug/StardewInjector.dll.config | 15 - StardewInjector/bin/Debug/StardewInjector.pdb | Bin 38400 -> 0 bytes StardewInjector/bin/Debug/StardewModdingAPI.exe | Bin 69120 -> 0 bytes StardewInjector/bin/Debug/StardewModdingAPI.pdb | Bin 155136 -> 0 bytes StardewInjector/bin/Debug/Steamworks.NET.dll | Bin 249856 -> 0 bytes StardewInjector/bin/Debug/steam_appid.txt | 1 - StardewInjector/bin/Debug/xTile.dll | Bin 157696 -> 0 bytes .../DesignTimeResolveAssemblyReferencesInput.cache | Bin 7182 -> 0 bytes .../StardewInjector.csproj.FileListAbsolute.txt | 35 - ...ewInjector.csprojResolveAssemblyReference.cache | Bin 58117 -> 0 bytes StardewInjector/obj/Debug/StardewInjector.dll | Bin 17408 -> 0 bytes StardewInjector/obj/Debug/StardewInjector.pdb | Bin 38400 -> 0 bytes ...tedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs | 0 ...tedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs | 0 ...tedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs | 0 StardewModdingAPI.v12.suo | Bin 89088 -> 0 bytes StardewModdingAPI.vssscc | 10 - .../StardewModdingAPI.csproj.FileListAbsolute.txt | 18 - ...tedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs | 0 ...tedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs | 0 ...tedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs | 0 .../StardewModdingAPI.csproj.FileListAbsolute.txt | 45 - ...tedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs | 0 ...tedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs | 0 ...tedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs | 0 TrainerMod/bin/Debug/Lidgren.Network.dll | Bin 123904 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.Xact.dll | Bin 75776 -> 0 bytes .../bin/Debug/Microsoft.Xna.Framework.Xact.xml | 283 - TrainerMod/bin/Debug/Stardew Valley.exe | Bin 2185728 -> 0 bytes TrainerMod/bin/Debug/StardewModdingAPI.exe | Bin 69120 -> 0 bytes TrainerMod/bin/Debug/StardewModdingAPI.pdb | Bin 155136 -> 0 bytes TrainerMod/bin/Debug/Steamworks.NET.dll | Bin 249856 -> 0 bytes TrainerMod/bin/Debug/TrainerMod.dll | Bin 23552 -> 0 bytes TrainerMod/bin/Debug/TrainerMod.pdb | Bin 32256 -> 0 bytes TrainerMod/bin/Debug/steam_appid.txt | 1 - TrainerMod/bin/Debug/xTile.dll | Bin 157696 -> 0 bytes .../DesignTimeResolveAssemblyReferencesInput.cache | Bin 7059 -> 0 bytes ...tedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs | 0 ...tedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs | 0 ...tedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs | 0 ...TrainerMod.csprojResolveAssemblyReference.cache | Bin 60901 -> 0 bytes TrainerMod/obj/Debug/TrainerMod.pdb | Bin 32256 -> 0 bytes 60 files changed, 11841 deletions(-) delete mode 100644 Release/Mods/TrainerMod.dll delete mode 100644 Release/SMAPI_0.31A.zip delete mode 100644 Release/SMAPI_0.32A.zip delete mode 100644 Release/SMAPI_0.35.zip delete mode 100644 Release/SMAPI_0.36A.zip delete mode 100644 Release/StardewModdingAPI.exe delete mode 100644 Release/Use.txt delete mode 100644 Release/steam_appid.txt delete mode 100644 StardewInjector/bin/Debug/Lidgren.Network.dll delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.dll delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.xml delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.dll delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.xml delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.dll delete mode 100644 StardewInjector/bin/Debug/Microsoft.Xna.Framework.xml delete mode 100644 StardewInjector/bin/Debug/Mono.Cecil.dll delete mode 100644 StardewInjector/bin/Debug/Stardew Valley.exe delete mode 100644 StardewInjector/bin/Debug/StardewInjector.dll delete mode 100644 StardewInjector/bin/Debug/StardewInjector.dll.config delete mode 100644 StardewInjector/bin/Debug/StardewInjector.pdb delete mode 100644 StardewInjector/bin/Debug/StardewModdingAPI.exe delete mode 100644 StardewInjector/bin/Debug/StardewModdingAPI.pdb delete mode 100644 StardewInjector/bin/Debug/Steamworks.NET.dll delete mode 100644 StardewInjector/bin/Debug/steam_appid.txt delete mode 100644 StardewInjector/bin/Debug/xTile.dll delete mode 100644 StardewInjector/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache delete mode 100644 StardewInjector/obj/Debug/StardewInjector.csproj.FileListAbsolute.txt delete mode 100644 StardewInjector/obj/Debug/StardewInjector.csprojResolveAssemblyReference.cache delete mode 100644 StardewInjector/obj/Debug/StardewInjector.dll delete mode 100644 StardewInjector/obj/Debug/StardewInjector.pdb delete mode 100644 StardewInjector/obj/Debug/TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs delete mode 100644 StardewInjector/obj/Debug/TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs delete mode 100644 StardewInjector/obj/Debug/TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs delete mode 100644 StardewModdingAPI.v12.suo delete mode 100644 StardewModdingAPI.vssscc delete mode 100644 StardewModdingAPI/obj/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt delete mode 100644 StardewModdingAPI/obj/Debug/TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs delete mode 100644 StardewModdingAPI/obj/Debug/TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs delete mode 100644 StardewModdingAPI/obj/Debug/TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs delete mode 100644 StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt delete mode 100644 StardewModdingAPI/obj/x86/Debug/TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs delete mode 100644 StardewModdingAPI/obj/x86/Debug/TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs delete mode 100644 StardewModdingAPI/obj/x86/Debug/TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs delete mode 100644 TrainerMod/bin/Debug/Lidgren.Network.dll delete mode 100644 TrainerMod/bin/Debug/Microsoft.Xna.Framework.Xact.dll delete mode 100644 TrainerMod/bin/Debug/Microsoft.Xna.Framework.Xact.xml delete mode 100644 TrainerMod/bin/Debug/Stardew Valley.exe delete mode 100644 TrainerMod/bin/Debug/StardewModdingAPI.exe delete mode 100644 TrainerMod/bin/Debug/StardewModdingAPI.pdb delete mode 100644 TrainerMod/bin/Debug/Steamworks.NET.dll delete mode 100644 TrainerMod/bin/Debug/TrainerMod.dll delete mode 100644 TrainerMod/bin/Debug/TrainerMod.pdb delete mode 100644 TrainerMod/bin/Debug/steam_appid.txt delete mode 100644 TrainerMod/bin/Debug/xTile.dll delete mode 100644 TrainerMod/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache delete mode 100644 TrainerMod/obj/Debug/TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs delete mode 100644 TrainerMod/obj/Debug/TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs delete mode 100644 TrainerMod/obj/Debug/TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs delete mode 100644 TrainerMod/obj/Debug/TrainerMod.csprojResolveAssemblyReference.cache delete mode 100644 TrainerMod/obj/Debug/TrainerMod.pdb diff --git a/Release/Mods/TrainerMod.dll b/Release/Mods/TrainerMod.dll deleted file mode 100644 index bbc1f948..00000000 Binary files a/Release/Mods/TrainerMod.dll and /dev/null differ diff --git a/Release/SMAPI_0.31A.zip b/Release/SMAPI_0.31A.zip deleted file mode 100644 index 70c538f2..00000000 Binary files a/Release/SMAPI_0.31A.zip and /dev/null differ diff --git a/Release/SMAPI_0.32A.zip b/Release/SMAPI_0.32A.zip deleted file mode 100644 index d07a52b4..00000000 Binary files a/Release/SMAPI_0.32A.zip and /dev/null differ diff --git a/Release/SMAPI_0.35.zip b/Release/SMAPI_0.35.zip deleted file mode 100644 index fd587597..00000000 Binary files a/Release/SMAPI_0.35.zip and /dev/null differ diff --git a/Release/SMAPI_0.36A.zip b/Release/SMAPI_0.36A.zip deleted file mode 100644 index 3327651f..00000000 Binary files a/Release/SMAPI_0.36A.zip and /dev/null differ diff --git a/Release/StardewModdingAPI.exe b/Release/StardewModdingAPI.exe deleted file mode 100644 index 64799ce6..00000000 Binary files a/Release/StardewModdingAPI.exe and /dev/null differ diff --git a/Release/Use.txt b/Release/Use.txt deleted file mode 100644 index 673aa44b..00000000 --- a/Release/Use.txt +++ /dev/null @@ -1 +0,0 @@ -Place this EXE next to StardewValley.exe and run it. \ No newline at end of file diff --git a/Release/steam_appid.txt b/Release/steam_appid.txt deleted file mode 100644 index 9fe92b96..00000000 --- a/Release/steam_appid.txt +++ /dev/null @@ -1 +0,0 @@ -413150 \ No newline at end of file diff --git a/StardewInjector/bin/Debug/Lidgren.Network.dll b/StardewInjector/bin/Debug/Lidgren.Network.dll deleted file mode 100644 index 2cd9d5b3..00000000 Binary files a/StardewInjector/bin/Debug/Lidgren.Network.dll and /dev/null differ diff --git a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.dll b/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.dll deleted file mode 100644 index 9ba4aa23..00000000 Binary files a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.dll and /dev/null differ diff --git a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.xml b/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.xml deleted file mode 100644 index d0b7a111..00000000 --- a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Game.xml +++ /dev/null @@ -1,625 +0,0 @@ - - - - - A game component that is notified when it needs to draw itself. - - - Creates a new instance of DrawableGameComponent. - The Game that the game component should be attached to. - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Draw. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. Reference page contains code sample. - - - Raised when the DrawOrder property changes. - - - - The GraphicsDevice the DrawableGameComponent is associated with. - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Called when the DrawOrder property changes. Raises the DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawOrderChanged event. - - - Called when the Visible property changes. Raises the VisibleChanged event. - The DrawableGameComponent. - Arguments to the VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Indicates whether Draw should be called. - - - Raised when the Visible property changes. - - - - Provides basic graphics device initialization, game logic, and rendering code. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Raised when the game gains focus. - - - - Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw. - - - Called after all components are initialized but before the first update in the game loop. - - - Gets the collection of GameComponents owned by the game. - - - Gets or sets the current ContentManager. - - - Raised when the game loses focus. - - - - Immediately releases the unmanaged resources used by this object. - - - Releases all resources used by the Game class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Raised when the game is being disposed. - - - - Reference page contains code sample. - Time passed since the last call to Draw. - - - Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - Raised when the game is exiting. - - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - Gets the current GraphicsDevice. - - - Gets or sets the time to sleep when the game is inactive. - - - Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample. - - - Indicates whether the game is currently the active application. - - - Gets or sets a value indicating whether to use fixed time steps. - - - Gets or sets a value indicating whether the mouse cursor should be visible. - - - Gets the start up parameters in LaunchParameters. - - - - - - Raises the Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Activated event. - - - Raises the Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Deactivated event. - - - Raises an Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Exiting event. - - - Resets the elapsed time counter. - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. - - - Run the game through what would happen in a single tick of the game clock; this method is designed for debugging only. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - - - Prevents calls to Draw until the next Update. - - - Gets or sets the target time between calls to Update when IsFixedTimeStep is true. Reference page contains links to related code samples. - - - Updates the game's clock and calls Update and Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Reference page contains links to related conceptual articles. - Time passed since the last call to Update. - - - Gets the underlying operating system window. - - - Base class for all XNA Framework game components. - - - Initializes a new instance of this class. - Game that the game component should be attached to. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Raised when the GameComponent is disposed. - - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - - - Raised when the Enabled property changes. - - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - Gets the Game associated with this GameComponent. - - - Reference page contains code sample. - - - Called when the Enabled property changes. Raises the EnabledChanged event. - The GameComponent. - Arguments to the EnabledChanged event. - - - Called when the UpdateOrder property changes. Raises the UpdateOrderChanged event. - The GameComponent. - Arguments to the UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Update - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - - Raised when the UpdateOrder property changes. - - - - A collection of game components. - - - Initializes a new instance of this class. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Arguments used with events from the GameComponentCollection. - - - Creates a new instance of GameComponentCollectionEventArgs. - The game component affected by the event. - - - The game component affected by the event. - - - A collection of game services. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. - The type of service. - - - Removes the object providing a specified service. - The type of service. - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. - - - Creates a new instance of GameTime. - - - Creates a new instance of GameTime. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - Creates a new instance of GameTime. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - The amount of elapsed game time since the last update. - - - Gets a value indicating that the game loop is taking longer than its TargetElapsedTime. In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - - The amount of game time since the start of the game. - - - The system window associated with a Game. - - - Specifies whether to allow the user to resize the game window. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - The screen dimensions of the game window's client rectangle. - - - Raised when the size of the GameWindow changes. - - - - Gets the current display orientation, which reflects the physical orientation of the phone in the user's hand. - - - Completes a device transition. - The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Gets the handle to the system window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow display orientation changes. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the ScreenDeviceNameChanged event. - - - Describes the event raised when the display orientation of the GameWindow changes. When this event occurs, the XNA Framework automatically adjusts the game orientation based on the value specified by the developer with SupportedOrientations. - - - - Gets the device name of the screen the window is currently in. - - - Raised when the GameWindow moves to a different display. - - - - Sets the supported display orientations. - A set of supported display orientations. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Gets and sets the title of the system window. - - - Holds the settings for creating a graphics device on Windows. - - - Initializes a new instance of this class. - - - Specifies which graphics adapter to create the device on. - - - Creates a clone of this object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current GraphicsDeviceInformation. - - - Gets the hash code for this object. - - - Gets the graphics profile, which determines the graphics feature set. - - - Specifies the presentation parameters to use when creating a graphics device. - - - Handles the configuration and management of the graphics device. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - Information describing the desired device configuration. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Raised when a new graphics device is created. - - - - Raised when the GraphicsDeviceManager is being disposed. - - - - Raised when the GraphicsDeviceManager is reset. - - - - Raised when the GraphicsDeviceManager is about to be reset. - - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - true to release both automatic and manual resources; false to release only manual resources. - - - Raised when the GraphicsDeviceManager is disposed. - - - - Finds the best device configuration that is compatible with the current device preferences. - true if the FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - - - Gets the GraphicsDevice associated with the GraphicsDeviceManager. - - - Gets the graphics profile, which determines the graphics feature set. - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - - Prepares the GraphicsDevice to draw. - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing and presents the final rendering. - - - Called when a device is created. Raises the DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the DeviceCreated event. - - - Called when a device is being disposed. Raises the DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the DeviceDisposing event. - - - Called when the device has been reset. Raises the DeviceReset event. - The GraphicsDeviceManager. - Arguments for the DeviceReset event. - - - Called when the device is about to be reset. Raises the DeviceResetting event. - The GraphicsDeviceManager. - Arguments for the DeviceResetting event. - - - Called when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Raises the PreparingDeviceSettings event. - The GraphicsDeviceManager. - The graphics device information to modify. - - - - - - Gets or sets the format of the back buffer. - - - Gets or sets the preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - - - Raised when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). - - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Gets or sets the display orientations that are available if automatic rotation and scaling is enabled. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting the back buffer. - - - Releases all resources used by the GraphicsDeviceManager class. - - - Toggles between full screen and windowed mode. - - - Defines the interface for a drawable game component. - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - - - Raised when the DrawOrder property changes. - - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - - Raised when the Visible property changes. - - - - Defines an interface for game components. - - - Called when the component should be initialized. This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines the interface for an object that manages a GraphicsDevice. - - - Starts the drawing of a frame. - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Indicates whether the game component's Update method should be called in Game.Update. - - - Raised when the Enabled property changes. - - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - - - Raised when the UpdateOrder property changes. - - - - The start up parameters for launching a Windows Phone or Windows game. - - - Initializes a new instance of LaunchParameters. - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Creates a new instance of PreparingDeviceSettingsEventArgs. - Information about the GraphicsDevice. - - - Information about the GraphicsDevice. - - - Wraps the functionality of the GamerServicesDispatcher. - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - Updates the GamerServicesDispatcher. - The game timing state. - - - \ No newline at end of file diff --git a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.dll b/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.dll deleted file mode 100644 index 1bf4852d..00000000 Binary files a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.dll and /dev/null differ diff --git a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.xml b/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.xml deleted file mode 100644 index e01e6b29..00000000 --- a/StardewInjector/bin/Debug/Microsoft.Xna.Framework.Graphics.xml +++ /dev/null @@ -1,3431 +0,0 @@ - - - - - Contains a configurable effect that supports alpha testing. - - - Creates a new AlphaTestEffect by cloning parameter settings from an existing instance. - A copy of an AlphaTestEffect. - - - Creates a new AlphaTestEffect with default parameter settings. - A graphics device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the compare function for alpha test. The default value is Greater. - - - Creates a clone of the current AlphaTestEffect instance. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Gets or sets the fog enable flag. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Computes derived parameter values immediately before applying the effect using a lazy architecture. - - - Gets or sets the projection matrix. - - - Gets or sets the reference alpha value, the default value is 0. - - - Gets or sets the current texture. - - - Gets or sets whether vertex color is enabled. - - - Gets or sets the view matrix. - - - Gets or sets the world matrix. - - - Contains a basic rendering effect. - - - Creates an instance of this object. - An instance of a object to copy initialization data from. - - - Creates an instance of this object. - A device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the ambient color for a light, the range of color values is from 0 to 1. - - - Create a copy of this object. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets the first directional light for this effect. - - - Gets the second directional light for this effect. - - - Gets the third directional light for this effect. - - - Gets or sets the emissive color for a material, the range of color values is from 0 to 1. - - - Enables default lighting for this effect. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Enables fog. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Enables lighting for this effect. - - - Computes derived parameter values immediately before applying the effect. - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - - - - - - Gets or sets the specular color for a material, the range of color values is from 0 to 1. - - - Gets or sets the specular power of this effect material. - - - Gets or sets a texture to be applied by this effect. - - - Enables textures for this effect. - - - Enables use vertex colors for this effect. - - - - - - - - - Defines color blending factors. - - - Each component of the color is multiplied by a constant set in BlendFactor. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of a constant set in BlendFactor. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source. Result = (Source Color * Source Blend) + (Destination Color * Destination Blend) - -