From 8785ebd11749ddcfb2786085535617dcde35eb15 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 14:59:19 -0400 Subject: recommended path override with config instead of per-project setting --- README.md | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/README.md b/README.md index f472049c..2c392150 100644 --- a/README.md +++ b/README.md @@ -66,20 +66,7 @@ This will deploy your mod files into the game directory, launch SMAPI, and attac That error means the package couldn't figure out where the game is installed. You need to specify the game location yourself. There's two ways to do that: -* **Option 1: set the path in the project file.** - _(You'll need to do it for every project that uses the package.)_ - 1. Get the folder path containing the Stardew Valley `.exe` file. - 2. Add this to your `.csproj` file under the ` - PATH_HERE - - ``` - - 3. Replace `PATH_HERE` with your custom game install path. - -* **Option 2: set the path globally.** +* **Option 1: set the path globally.** _This will apply to every project that uses version 1.5+ of package._ 1. Get the full folder path containing the Stardew Valley executable. @@ -105,6 +92,19 @@ the game location yourself. There's two ways to do that: The configuration will check your custom path first, then fall back to the default paths (so it'll still compile on a different computer). +* **Option 2: set the path in the project file.** + _(You'll need to do it for every project that uses the package.)_ + 1. Get the folder path containing the Stardew Valley `.exe` file. + 2. Add this to your `.csproj` file under the ` + PATH_HERE + + ``` + + 3. Replace `PATH_HERE` with your custom game install path. + ## Versions 1.5 (upcoming): * Added support for setting a custom game path globally. -- cgit From 85a51f23c4eabe816345f504133e0d5cdba0633f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 15:02:40 -0400 Subject: move release notes into separate file --- README.md | 24 +----------------------- release-notes.md | 24 ++++++++++++++++++++++++ 2 files changed, 25 insertions(+), 23 deletions(-) create mode 100644 release-notes.md diff --git a/README.md b/README.md index 2c392150..351ebd91 100644 --- a/README.md +++ b/README.md @@ -106,26 +106,4 @@ still compile on a different computer). 3. Replace `PATH_HERE` with your custom game install path. ## Versions -1.5 (upcoming): -* Added support for setting a custom game path globally. -* Added default GOG path on Mac. - -1.4: -* Fixed detection of non-default game paths on 32-bit Windows. -* Removed support for SilVerPLuM (discontinued). -* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically). - -1.3: -* Added support for non-default game paths on Windows. - -1.2: -* Exclude game binaries from mod build output. - -1.1: -* Added support for overriding the target platform. - -1.0: -* Initial release. -* Added support for detecting the game path automatically. -* Added support for injecting XNA/MonoGame references automatically based on the OS. -* Added support for mod builders like SilVerPLuM. +See [release notes](release-notes.md). diff --git a/release-notes.md b/release-notes.md new file mode 100644 index 00000000..91eabb40 --- /dev/null +++ b/release-notes.md @@ -0,0 +1,24 @@ +## Release notes +### 1.5 +* Added support for setting a custom game path globally. +* Added default GOG path on Mac. + +### 1.4 +* Fixed detection of non-default game paths on 32-bit Windows. +* Removed support for SilVerPLuM (discontinued). +* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically). + +### 1.3 +* Added support for non-default game paths on Windows. + +### 1.2 +* Exclude game binaries from mod build output. + +### 1.1 +* Added support for overriding the target platform. + +### 1.0 +* Initial release. +* Added support for detecting the game path automatically. +* Added support for injecting XNA/MonoGame references automatically based on the OS. +* Added support for mod builders like SilVerPLuM. \ No newline at end of file -- cgit From ffc54bed9c8fe063052306b1e1bc138b9848618d Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 17:27:49 -0400 Subject: add .gitignore and .gitattributes --- .gitattributes | 2 ++ .gitignore | 5 +++++ 2 files changed, 7 insertions(+) create mode 100644 .gitattributes create mode 100644 .gitignore diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 00000000..2c61027a --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# always normalise line endings +* text=auto diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..41bf35be --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +# Visual Studio cache/options +.vs/ + +# NuGet packages +*.nupkg -- cgit From 66b1b583e5233a4b50b832733d8e2cbc329a70be Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 16:01:08 -0400 Subject: add error if a game folder is detected, but it doesn't contain Stardew Valley or SMAPI --- build/smapi.targets | 3 +++ release-notes.md | 5 ++++- 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/build/smapi.targets b/build/smapi.targets index de3420d1..21989bd1 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -101,5 +101,8 @@ + + + \ No newline at end of file diff --git a/release-notes.md b/release-notes.md index 91eabb40..6ec456bc 100644 --- a/release-notes.md +++ b/release-notes.md @@ -1,4 +1,7 @@ ## Release notes +### 1.6 +* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI. + ### 1.5 * Added support for setting a custom game path globally. * Added default GOG path on Mac. @@ -21,4 +24,4 @@ * Initial release. * Added support for detecting the game path automatically. * Added support for injecting XNA/MonoGame references automatically based on the OS. -* Added support for mod builders like SilVerPLuM. \ No newline at end of file +* Added support for mod builders like SilVerPLuM. -- cgit From ffc339bc29a9b4b08d53a5d147546630116d82d7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 15:24:53 -0400 Subject: add support for deploying mods to game folder automatically --- README.md | 50 ++++++++++++++++++++++++++------------------------ build/smapi.targets | 25 +++++++++++++++++++++++++ release-notes.md | 1 + 3 files changed, 52 insertions(+), 24 deletions(-) diff --git a/README.md b/README.md index 351ebd91..115711f3 100644 --- a/README.md +++ b/README.md @@ -32,34 +32,36 @@ The package... 3. Compile on any platform. ## Simplify mod development -### Package your mod into the game directory automatically -During development, it's helpful to have the mod files packaged into your `Mods` directory automatically each time you build. To do that: +### Package your mod into the game folder automatically +You can copy your mod files into the `Mods` folder automatically each time you build, so you don't +need to do it manually: 1. Edit your mod's `.csproj` file. -2. Add this block of code at the bottom, right above the closing `` tag: - - ```xml - - - $(GamePath)\Mods\$(TargetName) - - - - - - - ``` -3. Optionally, edit the `` value to change the name, or add any additional files your mod needs. - -That's it! Each time you build, the files in `\Mods\` will be updated. +2. Add this block under the ` + $(MSBuildProjectName) + + ``` + +That's it! Each time you build, the files in `\Mods\` will be updated with +your `manifest.json`, build output, and any `i18n` files. + +Notes: +* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). +* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. +* If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx). ### Debug into the mod code -Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it: +Stepping into your mod code when the game is running is straightforward, since this package injects +the configuration automatically. To do it: -1. [Package your mod into the game directory automatically](#package-your-mod-into-the-game-directory-automatically). +1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically). 2. Launch the project with debugging in Visual Studio or MonoDevelop. -This will deploy your mod files into the game directory, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc. +This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger +automatically. Now you can step through your code, set breakpoints, etc. ## Troubleshoot ### "Failed to find the game install path" @@ -89,9 +91,6 @@ the game location yourself. There's two ways to do that: 4. Replace `PATH_HERE` with your custom game install path. -The configuration will check your custom path first, then fall back to the default paths (so it'll -still compile on a different computer). - * **Option 2: set the path in the project file.** _(You'll need to do it for every project that uses the package.)_ 1. Get the folder path containing the Stardew Valley `.exe` file. @@ -105,5 +104,8 @@ still compile on a different computer). 3. Replace `PATH_HERE` with your custom game install path. +The configuration will check your custom path first, then fall back to the default paths (so it'll +still compile on a different computer). + ## Versions See [release notes](release-notes.md). diff --git a/build/smapi.targets b/build/smapi.targets index 21989bd1..ea6af723 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -105,4 +105,29 @@ + + + + + + $(GamePath)\Mods\$(DeployModFolderName) + $(ProjectDir)\manifest.json + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/release-notes.md b/release-notes.md index 6ec456bc..ff2734f8 100644 --- a/release-notes.md +++ b/release-notes.md @@ -1,5 +1,6 @@ ## Release notes ### 1.6 +* Added support for deploying mod files into `Mods` automatically. * Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI. ### 1.5 -- cgit From f74a0429eccf205ac52f51244a716bab786eab2a Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 17:46:45 -0400 Subject: update nuspec for release --- README.md | 1 - package.nuspec | 10 +++++----- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index 115711f3..c5e01c91 100644 --- a/README.md +++ b/README.md @@ -9,7 +9,6 @@ The package... only_). * packages the mod automatically into the game's mod folder when you build the code (_optional_). - ## Contents * [Install](#install) * [Simplify mod development](#simplify-mod-development) diff --git a/package.nuspec b/package.nuspec index 5967c2e3..c68d57c6 100644 --- a/package.nuspec +++ b/package.nuspec @@ -2,16 +2,16 @@ Pathoschild.Stardew.ModBuildConfig - 1.5 + 1.6 MSBuild config for Stardew Valley mods Pathoschild Pathoschild false - https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.5/LICENSE.txt - https://github.com/Pathoschild/Stardew.ModBuildConfig - https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.5/assets/nuget-icon.png + https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.6/LICENSE.txt + https://github.com/Pathoschild/Stardew.ModBuildConfig#readme + https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.6/assets/nuget-icon.png Automates the build configuration for crossplatform Stardew Valley SMAPI mods. - Added support for setting a custom game path globally; added default GOG path on Mac. + SMAPI mods are now deployed automatically to your game folder if you set the 'DeployModFolderName' property; added a build error if a game folder is found, but it doesn't contain Stardew Valley or SMAPI. -- cgit