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 diff --git a/README.md b/README.md index f472049c..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) @@ -32,54 +31,43 @@ 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: +2. Add this block under the ` - - $(GamePath)\Mods\$(TargetName) - - - - - - - ``` -3. Optionally, edit the `` value to change the name, or add any additional files your mod needs. + ```xml + + $(MSBuildProjectName) + + ``` -That's it! Each time you build, the files in `\Mods\` will be updated. +That's it! Each time you build, the files in `\Mods\` will be updated with +your `manifest.json`, build output, and any `i18n` files. + +Notes: +* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). +* To customise the folder name, just replace `$(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" 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. @@ -102,30 +90,21 @@ the game location yourself. There's two ways to do that: 4. Replace `PATH_HERE` with your custom game install path. +* **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. + 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 -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/build/smapi.targets b/build/smapi.targets index de3420d1..ea6af723 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -101,5 +101,33 @@ + + + + + + + + + + $(GamePath)\Mods\$(DeployModFolderName) + $(ProjectDir)\manifest.json + + + + + + + + + + + + + + + \ No newline at end of file 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. diff --git a/release-notes.md b/release-notes.md new file mode 100644 index 00000000..ff2734f8 --- /dev/null +++ b/release-notes.md @@ -0,0 +1,28 @@ +## 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 +* 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.