Merge branch 'develop'
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# always normalise line endings
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* text=auto
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# Visual Studio cache/options
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.vs/
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# NuGet packages
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*.nupkg
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93
README.md
93
README.md
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@ -9,7 +9,6 @@ The package...
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only_).
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only_).
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* packages the mod automatically into the game's mod folder when you build the code (_optional_).
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* packages the mod automatically into the game's mod folder when you build the code (_optional_).
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## Contents
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## Contents
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* [Install](#install)
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* [Install](#install)
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* [Simplify mod development](#simplify-mod-development)
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* [Simplify mod development](#simplify-mod-development)
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@ -32,54 +31,43 @@ The package...
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3. Compile on any platform.
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3. Compile on any platform.
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## Simplify mod development
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## Simplify mod development
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### Package your mod into the game directory automatically
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### Package your mod into the game folder automatically
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During development, it's helpful to have the mod files packaged into your `Mods` directory automatically each time you build. To do that:
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You can copy your mod files into the `Mods` folder automatically each time you build, so you don't
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need to do it manually:
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1. Edit your mod's `.csproj` file.
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1. Edit your mod's `.csproj` file.
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2. Add this block of code at the bottom, right above the closing `</Project>` tag:
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2. Add this block under the `<Project` line:
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```xml
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```xml
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<Target Name="AfterBuild">
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<PropertyGroup>
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<PropertyGroup>
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<DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName>
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<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
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</PropertyGroup>
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</PropertyGroup>
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```
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
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<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
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</Target>
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```
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3. Optionally, edit the `<ModPath>` value to change the name, or add any additional files your mod needs.
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That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated.
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That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with
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your `manifest.json`, build output, and any `i18n` files.
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Notes:
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* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
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* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want.
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* 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).
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### Debug into the mod code
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### Debug into the mod code
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Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it:
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Stepping into your mod code when the game is running is straightforward, since this package injects
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the configuration automatically. To do it:
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1. [Package your mod into the game directory automatically](#package-your-mod-into-the-game-directory-automatically).
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1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically).
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2. Launch the project with debugging in Visual Studio or MonoDevelop.
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2. Launch the project with debugging in Visual Studio or MonoDevelop.
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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.
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This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger
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automatically. Now you can step through your code, set breakpoints, etc.
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## Troubleshoot
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## Troubleshoot
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### "Failed to find the game install path"
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### "Failed to find the game install path"
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That error means the package couldn't figure out where the game is installed. You need to specify
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That error means the package couldn't figure out where the game is installed. You need to specify
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the game location yourself. There's two ways to do that:
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the game location yourself. There's two ways to do that:
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* **Option 1: set the path in the project file.**
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* **Option 1: set the path globally.**
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_(You'll need to do it for every project that uses the package.)_
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1. Get the folder path containing the Stardew Valley `.exe` file.
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2. Add this to your `.csproj` file under the `<Project` line:
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```xml
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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```
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3. Replace `PATH_HERE` with your custom game install path.
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* **Option 2: set the path globally.**
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_This will apply to every project that uses version 1.5+ of package._
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_This will apply to every project that uses version 1.5+ of package._
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1. Get the full folder path containing the Stardew Valley executable.
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1. Get the full folder path containing the Stardew Valley executable.
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@ -102,30 +90,21 @@ the game location yourself. There's two ways to do that:
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4. Replace `PATH_HERE` with your custom game install path.
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4. Replace `PATH_HERE` with your custom game install path.
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* **Option 2: set the path in the project file.**
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_(You'll need to do it for every project that uses the package.)_
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1. Get the folder path containing the Stardew Valley `.exe` file.
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2. Add this to your `.csproj` file under the `<Project` line:
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```xml
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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```
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3. Replace `PATH_HERE` with your custom game install path.
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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still compile on a different computer).
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still compile on a different computer).
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## Versions
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## Versions
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1.5 (upcoming):
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See [release notes](release-notes.md).
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* Added support for setting a custom game path globally.
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* Added default GOG path on Mac.
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1.4:
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* Fixed detection of non-default game paths on 32-bit Windows.
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* Removed support for SilVerPLuM (discontinued).
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* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically).
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1.3:
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* Added support for non-default game paths on Windows.
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1.2:
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* Exclude game binaries from mod build output.
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1.1:
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* Added support for overriding the target platform.
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1.0:
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* Initial release.
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* Added support for detecting the game path automatically.
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* Added support for injecting XNA/MonoGame references automatically based on the OS.
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* Added support for mod builders like SilVerPLuM.
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<Target Name="BeforeBuild">
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<Target Name="BeforeBuild">
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<!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors -->
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<!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors -->
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<Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path. See https://github.com/Pathoschild/Stardew.ModBuildConfig#troubleshoot for help." />
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<Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path. See https://github.com/Pathoschild/Stardew.ModBuildConfig#troubleshoot for help." />
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<Error Condition="'$(GamePlatform)' == 'Windows' AND !Exists('$(GamePath)\Stardew Valley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
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<Error Condition="'$(GamePlatform)' != 'Windows' AND !Exists('$(GamePath)\StardewValley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
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<Error Condition="!Exists('$(GamePath)\StardewModdingAPI.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain SMAPI." />
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</Target>
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<!--######
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## deploy mod files
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#######-->
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<Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != ''">
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<!--generate paths-->
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<PropertyGroup>
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<ModDeployPath>$(GamePath)\Mods\$(DeployModFolderName)</ModDeployPath>
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<FallbackManifestPath>$(ProjectDir)\manifest.json</FallbackManifestPath>
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</PropertyGroup>
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<ItemGroup>
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<BuildFiles Include="$(TargetDir)\**\*.*" />
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<FallbackTranslationFiles Include="$(ProjectDir)\i18n\*.json" />
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</ItemGroup>
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<!--validate-->
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<Error Text="Could not deploy mod automatically because no build output was found." Condition="'@(BuildFiles)' == ''" />
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<Error Text="Could not deploy mod automatically because no manifest.json was found in the project or build output." Condition="!Exists('$(TargetDir)\manifest.json') AND !Exists('$(FallbackManifestPath)')" />
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<!-- copy mod files -->
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<Message Text="Deploying mod to $(ModDeployPath)..." Importance="high" />
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<Copy SourceFiles="@(BuildFiles)" DestinationFolder="$(ModDeployPath)\%(RecursiveDir)" SkipUnchangedFiles="true" />
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<Copy SourceFiles="$(FallbackManifestPath)" DestinationFolder="$(ModDeployPath)" Condition="!Exists('$(TargetDir)\manifest.json')" />
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<Copy SourceFiles="@(FallbackTranslationFiles)" DestinationFolder="$(ModDeployPath)\i18n\%(RecursiveDir)" Condition="!Exists('$(TargetDir)\i18n')" />
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</Target>
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</Target>
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</Project>
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</Project>
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<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
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<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
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<metadata>
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<metadata>
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<id>Pathoschild.Stardew.ModBuildConfig</id>
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<id>Pathoschild.Stardew.ModBuildConfig</id>
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<version>1.5</version>
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<version>1.6</version>
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<title>MSBuild config for Stardew Valley mods</title>
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<title>MSBuild config for Stardew Valley mods</title>
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<authors>Pathoschild</authors>
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<authors>Pathoschild</authors>
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<owners>Pathoschild</owners>
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<owners>Pathoschild</owners>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<licenseUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.5/LICENSE.txt</licenseUrl>
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<licenseUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.6/LICENSE.txt</licenseUrl>
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<projectUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig</projectUrl>
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<projectUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig#readme</projectUrl>
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<iconUrl>https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.5/assets/nuget-icon.png</iconUrl>
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<iconUrl>https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.6/assets/nuget-icon.png</iconUrl>
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<description>Automates the build configuration for crossplatform Stardew Valley SMAPI mods.</description>
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<description>Automates the build configuration for crossplatform Stardew Valley SMAPI mods.</description>
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<releaseNotes>Added support for setting a custom game path globally; added default GOG path on Mac.</releaseNotes>
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<releaseNotes>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.</releaseNotes>
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</metadata>
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</metadata>
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<files>
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<files>
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<file src="build/smapi.targets" target="build/Pathoschild.Stardew.ModBuildConfig.targets" />
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<file src="build/smapi.targets" target="build/Pathoschild.Stardew.ModBuildConfig.targets" />
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@ -0,0 +1,28 @@
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## Release notes
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### 1.6
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* Added support for deploying mod files into `Mods` automatically.
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* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
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### 1.5
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* Added support for setting a custom game path globally.
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* Added default GOG path on Mac.
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### 1.4
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* Fixed detection of non-default game paths on 32-bit Windows.
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* Removed support for SilVerPLuM (discontinued).
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* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically).
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### 1.3
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* Added support for non-default game paths on Windows.
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### 1.2
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* Exclude game binaries from mod build output.
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### 1.1
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* Added support for overriding the target platform.
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### 1.0
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* Initial release.
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* Added support for detecting the game path automatically.
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* Added support for injecting XNA/MonoGame references automatically based on the OS.
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* Added support for mod builders like SilVerPLuM.
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