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C#: Use Sdks in GodotTools csprojs and switch to nuget Microsoft.Build
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@@ -1,57 +1,23 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}</ProjectGuid>
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<OutputType>Library</OutputType>
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<RootNamespace>GodotTools.ProjectEditor</RootNamespace>
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<AssemblyName>GodotTools.ProjectEditor</AssemblyName>
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<TargetFrameworkVersion>v4.7</TargetFrameworkVersion>
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<BaseIntermediateOutputPath>obj</BaseIntermediateOutputPath>
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<LangVersion>7</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug</OutputPath>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<Optimize>true</Optimize>
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<OutputPath>bin\Release</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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<TargetFramework>net472</TargetFramework>
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<LangVersion>7.2</LangVersion>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="Microsoft.Build" />
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<Reference Include="DotNet.Glob, Version=2.1.1.0, Culture=neutral, PublicKeyToken=b68cc888b4f632d1, processorArchitecture=MSIL">
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<HintPath>$(SolutionDir)\packages\DotNet.Glob.2.1.1\lib\net45\DotNet.Glob.dll</HintPath>
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</Reference>
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<PackageReference Include="Microsoft.Build" Version="16.5.0" />
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<PackageReference Include="Microsoft.Build.Runtime" Version="16.5.0" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ApiAssembliesInfo.cs" />
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<Compile Include="DotNetSolution.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="IdentifierUtils.cs" />
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<Compile Include="ProjectExtensions.cs" />
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<Compile Include="ProjectGenerator.cs" />
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<Compile Include="ProjectUtils.cs" />
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<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj">
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<Project>{639E48BD-44E5-4091-8EDD-22D36DC0768D}</Project>
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<Name>GodotTools.Core</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<!--
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The 'Microsoft.Build.Runtime' package includes an mscorlib reference assembly in contentFiles.
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This causes our project build to fail. As a workaround, we remove {CandidateAssemblyFiles}
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from AssemblySearchPaths as described here: https://github.com/microsoft/msbuild/issues/3486.
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-->
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<AssemblySearchPaths>$([System.String]::Copy('$(AssemblySearchPaths)').Replace('{CandidateAssemblyFiles}', ''))</AssemblySearchPaths>
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<AssemblySearchPaths Condition=" '$(MSBuildRuntimeVersion)' != '' ">$(AssemblySearchPaths.Split(';'))</AssemblySearchPaths>
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</PropertyGroup>
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</Project>
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