mirror of
https://github.com/space-wizards/RobustToolboxTemplate.git
synced 2026-02-10 16:24:49 -05:00
Update template to latest RobustToolbox version.
- Converts template to use file-scoped namespaces. - Add manifest.yml and comments for it.
This commit is contained in:
parent
b417f4355e
commit
729c2a6206
18 changed files with 197 additions and 272 deletions
|
|
@ -1,12 +1,11 @@
|
|||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Client
|
||||
namespace Content.Client;
|
||||
|
||||
internal static class ClientContentIoC
|
||||
{
|
||||
internal static class ClientContentIoC
|
||||
public static void Register()
|
||||
{
|
||||
public static void Register()
|
||||
{
|
||||
// DEVNOTE: IoCManager registrations for the client go here and only here.
|
||||
}
|
||||
// DEVNOTE: IoCManager registrations for the client go here and only here.
|
||||
}
|
||||
}
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
<PropertyGroup>
|
||||
<!-- Work around https://github.com/dotnet/project-system/issues/4314 -->
|
||||
<TargetFramework>$(TargetFramework)</TargetFramework>
|
||||
<LangVersion>9</LangVersion>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<IsPackable>false</IsPackable>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<OutputPath>..\bin\Content.Client\</OutputPath>
|
||||
|
|
|
|||
|
|
@ -6,70 +6,67 @@ using Robust.Shared.IoC;
|
|||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
|
||||
namespace Content.Client
|
||||
// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
|
||||
namespace Content.Client;
|
||||
|
||||
public class EntryPoint : GameClient
|
||||
{
|
||||
public class EntryPoint : GameClient
|
||||
public override void Init()
|
||||
{
|
||||
public override void Init()
|
||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||
var prototypes = IoCManager.Resolve<IPrototypeManager>();
|
||||
|
||||
factory.DoAutoRegistrations();
|
||||
|
||||
foreach (var ignoreName in IgnoredComponents.List)
|
||||
{
|
||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||
var prototypes = IoCManager.Resolve<IPrototypeManager>();
|
||||
|
||||
factory.DoAutoRegistrations();
|
||||
|
||||
foreach (var ignoreName in IgnoredComponents.List)
|
||||
{
|
||||
factory.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
foreach (var ignoreName in IgnoredPrototypes.List)
|
||||
{
|
||||
prototypes.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
ClientContentIoC.Register();
|
||||
|
||||
IoCManager.BuildGraph();
|
||||
|
||||
factory.GenerateNetIds();
|
||||
|
||||
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
|
||||
factory.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
public override void PostInit()
|
||||
foreach (var ignoreName in IgnoredPrototypes.List)
|
||||
{
|
||||
base.PostInit();
|
||||
|
||||
// DEVNOTE: The line below will disable lighting, so you can see in-game sprites without the need for lights
|
||||
//IoCManager.Resolve<ILightManager>().Enabled = false;
|
||||
|
||||
// DEVNOTE: Further setup...
|
||||
var client = IoCManager.Resolve<IBaseClient>();
|
||||
|
||||
// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
|
||||
// Be sure to check out StateManager for this! Below you'll find examples to start a game.
|
||||
|
||||
// If you want to connect to a server...
|
||||
// client.ConnectToServer("ip-goes-here", 1212);
|
||||
|
||||
// Optionally, singleplayer also works!
|
||||
// client.StartSinglePlayer();
|
||||
prototypes.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
ClientContentIoC.Register();
|
||||
|
||||
// DEVNOTE: You might want to do a proper shutdown here.
|
||||
}
|
||||
IoCManager.BuildGraph();
|
||||
|
||||
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
||||
{
|
||||
base.Update(level, frameEventArgs);
|
||||
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
|
||||
}
|
||||
factory.GenerateNetIds();
|
||||
|
||||
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
|
||||
}
|
||||
|
||||
public override void PostInit()
|
||||
{
|
||||
base.PostInit();
|
||||
|
||||
// DEVNOTE: The line below will disable lighting, so you can see in-game sprites without the need for lights
|
||||
//IoCManager.Resolve<ILightManager>().Enabled = false;
|
||||
|
||||
// DEVNOTE: Further setup...
|
||||
var client = IoCManager.Resolve<IBaseClient>();
|
||||
|
||||
// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
|
||||
// Be sure to check out StateManager for this! Below you'll find examples to start a game.
|
||||
|
||||
// If you want to connect to a server...
|
||||
// client.ConnectToServer("ip-goes-here", 1212);
|
||||
|
||||
// Optionally, singleplayer also works!
|
||||
// client.StartSinglePlayer();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
|
||||
// DEVNOTE: You might want to do a proper shutdown here.
|
||||
}
|
||||
|
||||
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
||||
{
|
||||
base.Update(level, frameEventArgs);
|
||||
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,8 @@
|
|||
namespace Content.Client
|
||||
namespace Content.Client;
|
||||
|
||||
public static class IgnoredComponents
|
||||
{
|
||||
public static class IgnoredComponents
|
||||
{
|
||||
public static string[] List => new string[] {
|
||||
// Stick components you want ignored here.
|
||||
};
|
||||
}
|
||||
public static string[] List => new string[] {
|
||||
// Stick components you want ignored here.
|
||||
};
|
||||
}
|
||||
|
|
@ -1,9 +1,8 @@
|
|||
namespace Content.Client
|
||||
namespace Content.Client;
|
||||
|
||||
public static class IgnoredPrototypes
|
||||
{
|
||||
public static class IgnoredPrototypes
|
||||
{
|
||||
public static string[] List => new string[] {
|
||||
// Stick prototypes you want ignored here.
|
||||
};
|
||||
}
|
||||
public static string[] List => new string[] {
|
||||
// Stick prototypes you want ignored here.
|
||||
};
|
||||
}
|
||||
|
|
@ -1,27 +1,26 @@
|
|||
using Robust.Client;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Client
|
||||
{
|
||||
internal static class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ContentStart.Start(args);
|
||||
namespace Content.Client;
|
||||
|
||||
/*
|
||||
// DEVNOTE: If you want to use RobustToolbox as a library, use the method below instead.
|
||||
// Keep in mind, this will make your game ineligible from appearing on the SS14 hub, specially if you
|
||||
// disable sandboxing.
|
||||
ContentStart.StartLibrary(args, new GameControllerOptions()
|
||||
{
|
||||
// DEVNOTE: Your options here.
|
||||
Sandboxing = false,
|
||||
SplashLogo = new ResourcePath("/path/to/splash/logo.png"),
|
||||
// Check "RobustToolbox/Resources/Textures/Logo/icon" for an example window icon set.
|
||||
WindowIconSet = new ResourcePath("/path/to/folder/with/window/icon/set"),
|
||||
DefaultWindowTitle = "Robust Template"
|
||||
});*/
|
||||
}
|
||||
internal static class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ContentStart.Start(args);
|
||||
|
||||
/*
|
||||
// DEVNOTE: If you want to use RobustToolbox as a library, use the method below instead.
|
||||
// Keep in mind, this will make your game ineligible from appearing on the SS14 hub, specially if you
|
||||
// disable sandboxing.
|
||||
ContentStart.StartLibrary(args, new GameControllerOptions()
|
||||
{
|
||||
// DEVNOTE: Your options here.
|
||||
Sandboxing = false,
|
||||
SplashLogo = new ResourcePath("/path/to/splash/logo.png"),
|
||||
// Check "RobustToolbox/Resources/Textures/Logo/icon" for an example window icon set.
|
||||
WindowIconSet = new ResourcePath("/path/to/folder/with/window/icon/set"),
|
||||
DefaultWindowTitle = "Robust Template"
|
||||
});*/
|
||||
}
|
||||
}
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
<PropertyGroup>
|
||||
<!-- Work around https://github.com/dotnet/project-system/issues/4314 -->
|
||||
<TargetFramework>$(TargetFramework)</TargetFramework>
|
||||
<LangVersion>9</LangVersion>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<IsPackable>false</IsPackable>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<OutputPath>..\bin\Content.Server\</OutputPath>
|
||||
|
|
|
|||
|
|
@ -3,43 +3,42 @@ using Robust.Shared.GameObjects;
|
|||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
|
||||
namespace Content.Server
|
||||
// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
|
||||
namespace Content.Server;
|
||||
|
||||
public class EntryPoint : GameServer
|
||||
{
|
||||
public class EntryPoint : GameServer
|
||||
public override void Init()
|
||||
{
|
||||
public override void Init()
|
||||
base.Init();
|
||||
|
||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||
|
||||
factory.DoAutoRegistrations();
|
||||
|
||||
foreach (var ignoreName in IgnoredComponents.List)
|
||||
{
|
||||
base.Init();
|
||||
|
||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||
|
||||
factory.DoAutoRegistrations();
|
||||
|
||||
foreach (var ignoreName in IgnoredComponents.List)
|
||||
{
|
||||
factory.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
ServerContentIoC.Register();
|
||||
|
||||
IoCManager.BuildGraph();
|
||||
|
||||
factory.GenerateNetIds();
|
||||
|
||||
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
|
||||
factory.RegisterIgnore(ignoreName);
|
||||
}
|
||||
|
||||
public override void PostInit()
|
||||
{
|
||||
base.PostInit();
|
||||
// DEVNOTE: Can also initialize IoC stuff more here.
|
||||
}
|
||||
ServerContentIoC.Register();
|
||||
|
||||
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
||||
{
|
||||
base.Update(level, frameEventArgs);
|
||||
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
|
||||
}
|
||||
IoCManager.BuildGraph();
|
||||
|
||||
factory.GenerateNetIds();
|
||||
|
||||
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
|
||||
}
|
||||
|
||||
public override void PostInit()
|
||||
{
|
||||
base.PostInit();
|
||||
// DEVNOTE: Can also initialize IoC stuff more here.
|
||||
}
|
||||
|
||||
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
||||
{
|
||||
base.Update(level, frameEventArgs);
|
||||
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,8 @@
|
|||
namespace Content.Server
|
||||
namespace Content.Server;
|
||||
|
||||
public static class IgnoredComponents
|
||||
{
|
||||
public static class IgnoredComponents
|
||||
{
|
||||
public static string[] List => new string[] {
|
||||
// Stick components you want ignored here.
|
||||
};
|
||||
}
|
||||
public static string[] List => new string[] {
|
||||
// Stick components you want ignored here.
|
||||
};
|
||||
}
|
||||
|
|
@ -1,21 +1,20 @@
|
|||
using Robust.Server;
|
||||
|
||||
namespace Content.Server
|
||||
{
|
||||
internal static class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ContentStart.Start(args);
|
||||
namespace Content.Server;
|
||||
|
||||
/*
|
||||
// DEVNOTE: If you want to use RobustToolbox as a library, use the method below instead.
|
||||
ContentStart.StartLibrary(args, new ServerOptions()
|
||||
{
|
||||
// DEVNOTE: Your options here.
|
||||
Sandboxing = false,
|
||||
});
|
||||
*/
|
||||
}
|
||||
internal static class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
ContentStart.Start(args);
|
||||
|
||||
/*
|
||||
// DEVNOTE: If you want to use RobustToolbox as a library, use the method below instead.
|
||||
ContentStart.StartLibrary(args, new ServerOptions()
|
||||
{
|
||||
// DEVNOTE: Your options here.
|
||||
Sandboxing = false,
|
||||
});
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
|
@ -1,12 +1,11 @@
|
|||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server
|
||||
namespace Content.Server;
|
||||
|
||||
internal static class ServerContentIoC
|
||||
{
|
||||
internal static class ServerContentIoC
|
||||
public static void Register()
|
||||
{
|
||||
public static void Register()
|
||||
{
|
||||
// DEVNOTE: IoCManager registrations for the server go here and only here.
|
||||
}
|
||||
// DEVNOTE: IoCManager registrations for the server go here and only here.
|
||||
}
|
||||
}
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
<PropertyGroup>
|
||||
<!-- Work around https://github.com/dotnet/project-system/issues/4314 -->
|
||||
<TargetFramework>$(TargetFramework)</TargetFramework>
|
||||
<LangVersion>9</LangVersion>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<IsPackable>false</IsPackable>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<OutputPath>../bin/Content.Shared</OutputPath>
|
||||
|
|
|
|||
|
|
@ -3,40 +3,39 @@ using Robust.Shared.ContentPack;
|
|||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
|
||||
namespace Content.Shared
|
||||
// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
|
||||
namespace Content.Shared;
|
||||
|
||||
public class EntryPoint : GameShared
|
||||
{
|
||||
public class EntryPoint : GameShared
|
||||
// IoC services shared between the client and the server go here...
|
||||
|
||||
// See line 23. Controls the default game culture and language.
|
||||
// Robust calls this culture, but you might find it more fitting to call it the game
|
||||
// language. Robust doesn't support changing this mid-game. Load your config file early
|
||||
// if you want that.
|
||||
private const string Culture = "en-US";
|
||||
|
||||
public override void PreInit()
|
||||
{
|
||||
// IoC services shared between the client and the server go here...
|
||||
IoCManager.InjectDependencies(this);
|
||||
|
||||
// See line 23. Controls the default game culture and language.
|
||||
// Robust calls this culture, but you might find it more fitting to call it the game
|
||||
// language. Robust doesn't support changing this mid-game. Load your config file early
|
||||
// if you want that.
|
||||
private const string Culture = "en-US";
|
||||
// Default to en-US.
|
||||
// DEVNOTE: If you want your game to be multiregional at runtime, you'll need to
|
||||
// do something more complicated here.
|
||||
IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
|
||||
// TODO: Document what else you might want to put here
|
||||
}
|
||||
|
||||
public override void PreInit()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
public override void Init()
|
||||
{
|
||||
// TODO: Document what you put here
|
||||
}
|
||||
|
||||
// Default to en-US.
|
||||
// DEVNOTE: If you want your game to be multiregional at runtime, you'll need to
|
||||
// do something more complicated here.
|
||||
IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
|
||||
// TODO: Document what else you might want to put here
|
||||
}
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
// TODO: Document what you put here
|
||||
}
|
||||
|
||||
public override void PostInit()
|
||||
{
|
||||
base.PostInit();
|
||||
// DEVNOTE: You might want to put special init handlers for, say, tiles here.
|
||||
// TODO: Document what else you might want to put here
|
||||
}
|
||||
public override void PostInit()
|
||||
{
|
||||
base.PostInit();
|
||||
// DEVNOTE: You might want to put special init handlers for, say, tiles here.
|
||||
// TODO: Document what else you might want to put here
|
||||
}
|
||||
}
|
||||
|
|
@ -1,21 +1,20 @@
|
|||
using Robust.Shared;
|
||||
using Robust.Shared.Configuration;
|
||||
|
||||
namespace Content.Shared
|
||||
{
|
||||
// DEVNOTE: This is the same as SS14's CCVars. Except it's not named CCVars as that name is
|
||||
// hot garbage.
|
||||
[CVarDefs]
|
||||
public sealed class GameConfigVars: CVars
|
||||
{
|
||||
// Declare persistent game config variables here.
|
||||
// ```
|
||||
// public static readonly CVarDef<SerializableType>
|
||||
// VariableName = CVarDef.Create("namespace.varname", default_value, CVar.TYPE | CVar.OTHERTYPE)
|
||||
// ```
|
||||
// This is a good spot to store your database config, among other things.
|
||||
namespace Content.Shared;
|
||||
|
||||
public static readonly CVarDef<bool>
|
||||
DummyCVarForTemplate = CVarDef.Create("dummy.whydoineedthis", true, CVar.ARCHIVE);
|
||||
}
|
||||
// DEVNOTE: This is the same as SS14's CCVars. Except it's not named CCVars as that name is
|
||||
// hot garbage.
|
||||
[CVarDefs]
|
||||
public sealed class GameConfigVars: CVars
|
||||
{
|
||||
// Declare persistent game config variables here.
|
||||
// ```
|
||||
// public static readonly CVarDef<SerializableType>
|
||||
// VariableName = CVarDef.Create("namespace.varname", default_value, CVar.TYPE | CVar.OTHERTYPE)
|
||||
// ```
|
||||
// This is a good spot to store your database config, among other things.
|
||||
|
||||
public static readonly CVarDef<bool>
|
||||
DummyCVarForTemplate = CVarDef.Create("dummy.whydoineedthis", true, CVar.ARCHIVE);
|
||||
}
|
||||
|
|
@ -1,11 +1,10 @@
|
|||
using Robust.Shared.Input;
|
||||
|
||||
namespace Content.Shared.Input
|
||||
namespace Content.Shared.Input;
|
||||
|
||||
[KeyFunctions]
|
||||
public static class ContentKeyFunctions
|
||||
{
|
||||
[KeyFunctions]
|
||||
public static class ContentKeyFunctions
|
||||
{
|
||||
// DEVNOTE: Stick keys you want to be bindable here.
|
||||
// public static readonly DummyKey = "DummyKey";
|
||||
}
|
||||
// DEVNOTE: Stick keys you want to be bindable here.
|
||||
// public static readonly DummyKey = "DummyKey";
|
||||
}
|
||||
2
Resources/manifest.yml
Normal file
2
Resources/manifest.yml
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
modules: [] # Any needed RobustToolbox modules here.
|
||||
assemblyPrefix: Content # Assembly prefix here.
|
||||
|
|
@ -59,16 +59,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Robust.Generators", "Robust
|
|||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Avalonia.Base", "RobustToolbox\Avalonia.Base\Avalonia.Base.csproj", "{BDF16A97-6269-4CA1-8D67-785DDD357B30}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Linguini", "Linguini", "{D23906E1-8276-4D63-9E06-F1194DCCBE3A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linguini.Bundle", "RobustToolbox\Linguini\Linguini.Bundle\Linguini.Bundle.csproj", "{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linguini.Shared", "RobustToolbox\Linguini\Linguini.Shared\Linguini.Shared.csproj", "{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linguini.Syntax", "RobustToolbox\Linguini\Linguini.Syntax\Linguini.Syntax.csproj", "{4789A7B8-FC16-4606-8544-94291C148937}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PluralRules.Generator", "RobustToolbox\Linguini\PluralRules.Generator\PluralRules.Generator.csproj", "{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
|
|
@ -346,54 +336,6 @@ Global
|
|||
{BDF16A97-6269-4CA1-8D67-785DDD357B30}.Release|x64.Build.0 = Release|Any CPU
|
||||
{BDF16A97-6269-4CA1-8D67-785DDD357B30}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{BDF16A97-6269-4CA1-8D67-785DDD357B30}.Release|x86.Build.0 = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|x64.Build.0 = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D}.Release|x86.Build.0 = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|x64.Build.0 = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A}.Release|x86.Build.0 = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|x64.Build.0 = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{4789A7B8-FC16-4606-8544-94291C148937}.Release|x86.Build.0 = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|x64.Build.0 = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2}.Release|x86.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{2A829DE3-FCB2-4FEA-A6F3-B85122C8D11E} = {F5F87A9D-C304-4833-B107-D666317F6931}
|
||||
|
|
@ -420,10 +362,5 @@ Global
|
|||
{D56D47F6-2C26-42D2-BA00-C39824CFAF55} = {F5F87A9D-C304-4833-B107-D666317F6931}
|
||||
{62452255-1DE7-4D37-BB01-A690EC7E3156} = {F5F87A9D-C304-4833-B107-D666317F6931}
|
||||
{BDF16A97-6269-4CA1-8D67-785DDD357B30} = {F5F87A9D-C304-4833-B107-D666317F6931}
|
||||
{D23906E1-8276-4D63-9E06-F1194DCCBE3A} = {F5F87A9D-C304-4833-B107-D666317F6931}
|
||||
{0B3BC868-306D-4D0D-93E2-38FBC24A4F1D} = {D23906E1-8276-4D63-9E06-F1194DCCBE3A}
|
||||
{3D1D4CE5-5029-4EDB-882A-CD7951FF1B7A} = {D23906E1-8276-4D63-9E06-F1194DCCBE3A}
|
||||
{4789A7B8-FC16-4606-8544-94291C148937} = {D23906E1-8276-4D63-9E06-F1194DCCBE3A}
|
||||
{72910CCC-6EA7-41CE-9B56-9FFCFBA7BAF2} = {D23906E1-8276-4D63-9E06-F1194DCCBE3A}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
|
|
|||
|
|
@ -1 +1 @@
|
|||
Subproject commit 4ba56542531c4d810556455d2891a3ed82a53f86
|
||||
Subproject commit e3dc446e9ea75d6802686397cf19023bd4433e64
|
||||
Loading…
Add table
Add a link
Reference in a new issue