From eca5e56883f3d94e0541710a10e4b2b44d1e38f7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 27 Jul 2017 19:15:40 -0400 Subject: also reference Microsoft.Xna.Framework.Xact by default --- build/smapi.targets | 3 +++ 1 file changed, 3 insertions(+) diff --git a/build/smapi.targets b/build/smapi.targets index a544067b..d95fa887 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -46,6 +46,9 @@ false + + false + $(GamePath)\Stardew Valley.exe false -- cgit From 285c0448fd6f8c90fa05dc668dd27f452fa513ab Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 28 Jul 2017 00:10:32 -0400 Subject: add option to create release zip files (Windows-only) CodeTaskFactory doesn't seem to be available on Linux/Mac. --- README.md | 19 ++++++++-- build/smapi.targets | 104 +++++++++++++++++++++++++++++++++++++++++++--------- 2 files changed, 102 insertions(+), 21 deletions(-) diff --git a/README.md b/README.md index c5e01c91..3c137663 100644 --- a/README.md +++ b/README.md @@ -36,12 +36,10 @@ You can copy your mod files into the `Mods` folder automatically each time you b need to do it manually: 1. Edit your mod's `.csproj` file. -2. Add this block under the `` line: ```xml - - $(MSBuildProjectName) - + $(MSBuildProjectName) ``` That's it! Each time you build, the files in `\Mods\` will be updated with @@ -62,6 +60,19 @@ the configuration automatically. To do it: 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. +### Create release zips automatically (Windows-only) +You can create the mod package automatically when you build: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `` line: + + ```xml + $(SolutionDir)\_releases + ``` + +That's it! Each time you build, the mod files will be zipped into `_releases\.zip`. (You +can change the value to save the zips somewhere else.) + ## Troubleshoot ### "Failed to find the game install path" That error means the package couldn't figure out where the game is installed. You need to specify diff --git a/build/smapi.targets b/build/smapi.targets index d95fa887..b9f7e98e 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -1,6 +1,68 @@ + + + + + + + + + + + + + + + + + + + + + @@ -30,9 +92,10 @@ - + + @@ -95,8 +158,12 @@ + + @@ -110,27 +177,30 @@ - - + + $(GamePath)\Mods\$(DeployModFolderName) - $(ProjectDir)\manifest.json + - + + - + - + + + + + - - - - - + + + -- cgit From 4dd197068ec556d146e7e822b3a22b217c902a95 Mon Sep 17 00:00:00 2001 From: Mike Weaver Date: Thu, 27 Jul 2017 22:06:25 -0600 Subject: mark debugging support as Windows-only in readme (#4) --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 3c137663..96e4415d 100644 --- a/README.md +++ b/README.md @@ -50,7 +50,7 @@ Notes: * To customise the folder name, just replace `$(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 +### Debug into the mod code (Windows Only) Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it: -- cgit From f287ff616e471cf341f8b2cb726842816bdd8d29 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 28 Jul 2017 00:12:26 -0400 Subject: update nuspec --- README.md | 2 +- package.nuspec | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index 96e4415d..c261e705 100644 --- a/README.md +++ b/README.md @@ -50,7 +50,7 @@ Notes: * 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 (Windows Only) +### Debug into the mod code (Windows-only) Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it: diff --git a/package.nuspec b/package.nuspec index f216803a..9abc7251 100644 --- a/package.nuspec +++ b/package.nuspec @@ -2,19 +2,19 @@ Pathoschild.Stardew.ModBuildConfig - 1.6.2 + 1.7 MSBuild config for Stardew Valley mods Pathoschild Pathoschild false - https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.6.2/LICENSE.txt + https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.7/LICENSE.txt https://github.com/Pathoschild/Stardew.ModBuildConfig#readme - https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.6.2/assets/nuget-icon.png + https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.7/assets/nuget-icon.png Automates the build configuration for crossplatform Stardew Valley SMAPI mods. - Improved OS and game path detection; removed undocumented GamePlatform variable. + Added option to create release zips on build; added reference to XNA's XACT library for audio-related mods. - + -- cgit