Merge branch 'develop' into stable
This commit is contained in:
commit
c84310dfeb
Binary file not shown.
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@ -10,6 +10,22 @@ For mod developers:
|
|||
images).
|
||||
-->
|
||||
|
||||
## 1.12
|
||||
See [log](https://github.com/Pathoschild/SMAPI/compare/1.11...1.12).
|
||||
|
||||
For players:
|
||||
* The installer now lets you choose the install path if you have multiple copies of the game, instead of using the first path found.
|
||||
* Fixed mod draw errors breaking the game.
|
||||
* Fixed mods on Linux/Mac no longer working after the game saves.
|
||||
* Fixed libgdiplus DLL-not-found errors on Linux/Mac when mods read PNG files.
|
||||
* Adopted pufferchick.
|
||||
|
||||
For mod developers:
|
||||
* Unknown mod manifest fields are now stored in `IManifest::ExtraFields`.
|
||||
* The content API now defaults to `ContentSource.ModFolder`.
|
||||
* Fixed content API error when loading a PNG during early game init (e.g. in mod's `Entry`).
|
||||
* Fixed content API error when loading an XNB from the mod folder on Mac.
|
||||
|
||||
## 1.11
|
||||
See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11).
|
||||
|
||||
|
|
|
@ -2,5 +2,5 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
[assembly: ComVisible(false)]
|
||||
[assembly: AssemblyVersion("1.11.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.11.0.0")]
|
||||
[assembly: AssemblyVersion("1.12.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.12.0.0")]
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
|
@ -128,7 +129,11 @@ namespace StardewModdingApi.Installer
|
|||
/****
|
||||
** collect details
|
||||
****/
|
||||
// get platform
|
||||
Platform platform = this.DetectPlatform();
|
||||
this.PrintDebug($"Platform: {(platform == Platform.Windows ? "Windows" : "Linux or Mac")}.");
|
||||
|
||||
// get folders
|
||||
DirectoryInfo packageDir = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "internal", platform.ToString()));
|
||||
DirectoryInfo installDir = this.InteractivelyGetInstallPath(platform);
|
||||
DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods"));
|
||||
|
@ -139,7 +144,7 @@ namespace StardewModdingApi.Installer
|
|||
unixLauncher = Path.Combine(installDir.FullName, "StardewValley"),
|
||||
unixLauncherBackup = Path.Combine(installDir.FullName, "StardewValley-original")
|
||||
};
|
||||
this.PrintDebug($"Detected {(platform == Platform.Windows ? "Windows" : "Linux or Mac")} with game in {installDir}.");
|
||||
this.PrintDebug($"Install path: {installDir}.");
|
||||
|
||||
/****
|
||||
** validate assumptions
|
||||
|
@ -494,7 +499,7 @@ namespace StardewModdingApi.Installer
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>Interactively locate the game's install path.</summary>
|
||||
/// <summary>Interactively locate the game install path to update.</summary>
|
||||
/// <param name="platform">The current platform.</param>
|
||||
private DirectoryInfo InteractivelyGetInstallPath(Platform platform)
|
||||
{
|
||||
|
@ -503,12 +508,34 @@ namespace StardewModdingApi.Installer
|
|||
? "Stardew Valley.exe"
|
||||
: "StardewValley.exe";
|
||||
|
||||
// try default paths
|
||||
foreach (string defaultPath in this.GetDefaultInstallPaths(platform))
|
||||
// get installed paths
|
||||
DirectoryInfo[] defaultPaths =
|
||||
(
|
||||
from path in this.GetDefaultInstallPaths(platform).Distinct()
|
||||
let dir = new DirectoryInfo(path)
|
||||
where dir.Exists && dir.EnumerateFiles(executableFilename).Any()
|
||||
select dir
|
||||
)
|
||||
.ToArray();
|
||||
|
||||
// choose where to install
|
||||
if (defaultPaths.Any())
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(defaultPath);
|
||||
if (dir.Exists && dir.EnumerateFiles(executableFilename).Any())
|
||||
return new DirectoryInfo(defaultPath);
|
||||
// only one path
|
||||
if (defaultPaths.Length == 1)
|
||||
return defaultPaths.First();
|
||||
|
||||
// let user choose path
|
||||
Console.WriteLine();
|
||||
Console.WriteLine("Found multiple copies of the game:");
|
||||
for (int i = 0; i < defaultPaths.Length; i++)
|
||||
Console.WriteLine($"[{i + 1}] {defaultPaths[i].FullName}");
|
||||
Console.WriteLine();
|
||||
|
||||
string[] validOptions = Enumerable.Range(1, defaultPaths.Length).Select(p => p.ToString(CultureInfo.InvariantCulture)).ToArray();
|
||||
string choice = this.InteractivelyChoose("Where do you want to add/remove SMAPI? Type the number next to your choice, then press enter.", validOptions);
|
||||
int index = int.Parse(choice, CultureInfo.InvariantCulture) - 1;
|
||||
return defaultPaths[index];
|
||||
}
|
||||
|
||||
// ask user
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace StardewModdingAPI
|
|||
** Public
|
||||
****/
|
||||
/// <summary>SMAPI's current semantic version.</summary>
|
||||
public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 11, 0);
|
||||
public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 12, 0);
|
||||
|
||||
/// <summary>The minimum supported version of Stardew Valley.</summary>
|
||||
public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.26");
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using StardewValley;
|
||||
using StardewValley.Menus;
|
||||
|
||||
namespace StardewModdingAPI
|
||||
{
|
||||
|
@ -12,7 +13,7 @@ namespace StardewModdingAPI
|
|||
public static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
|
||||
|
||||
/// <summary>Whether the game is currently writing to the save file.</summary>
|
||||
public static bool IsSaving => SaveGame.IsProcessing;
|
||||
public static bool IsSaving => SaveGame.IsProcessing && (Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu); // IsProcessing is never set to false on Linux/Mac
|
||||
|
||||
/// <summary>Whether the game is currently running the draw loop.</summary>
|
||||
public static bool IsInDrawLoop { get; set; }
|
||||
|
|
|
@ -45,11 +45,11 @@ namespace StardewModdingAPI.Framework
|
|||
|
||||
/// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
|
||||
/// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
|
||||
/// <param name="source">Where to search for a matching content asset.</param>
|
||||
/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
|
||||
/// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
|
||||
public T Load<T>(string key, ContentSource source)
|
||||
public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
|
||||
{
|
||||
this.AssertValidAssetKeyFormat(key);
|
||||
try
|
||||
|
@ -57,25 +57,22 @@ namespace StardewModdingAPI.Framework
|
|||
switch (source)
|
||||
{
|
||||
case ContentSource.GameContent:
|
||||
return this.ContentManager.Load<T>(this.StripXnbExtension(key));
|
||||
return this.ContentManager.Load<T>(key);
|
||||
|
||||
case ContentSource.ModFolder:
|
||||
// find content file
|
||||
key = this.ContentManager.NormalisePathSeparators(key);
|
||||
FileInfo file = new FileInfo(Path.Combine(this.ModFolderPath, key));
|
||||
if (!file.Exists && file.Extension == "")
|
||||
file = new FileInfo(Path.Combine(this.ModFolderPath, key + ".xnb"));
|
||||
// get file
|
||||
FileInfo file = this.GetModFile(key);
|
||||
if (!file.Exists)
|
||||
throw new ContentLoadException($"There is no file at path '{file.FullName}'.");
|
||||
|
||||
// get underlying asset key
|
||||
string actualKey = this.GetActualAssetKey(key, source);
|
||||
// get asset path
|
||||
string assetPath = this.GetModAssetPath(key, file.FullName);
|
||||
|
||||
// load content
|
||||
switch (file.Extension.ToLower())
|
||||
{
|
||||
case ".xnb":
|
||||
return this.ContentManager.Load<T>(actualKey);
|
||||
return this.ContentManager.Load<T>(assetPath);
|
||||
|
||||
case ".png":
|
||||
// validate
|
||||
|
@ -83,15 +80,15 @@ namespace StardewModdingAPI.Framework
|
|||
throw new ContentLoadException($"Can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
|
||||
|
||||
// try cache
|
||||
if (this.ContentManager.IsLoaded(actualKey))
|
||||
return this.ContentManager.Load<T>(actualKey);
|
||||
if (this.ContentManager.IsLoaded(assetPath))
|
||||
return this.ContentManager.Load<T>(assetPath);
|
||||
|
||||
// fetch & cache
|
||||
using (FileStream stream = File.OpenRead(file.FullName))
|
||||
{
|
||||
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
|
||||
texture = this.PremultiplyTransparency(texture);
|
||||
this.ContentManager.Inject(actualKey, texture);
|
||||
this.ContentManager.Inject(assetPath, texture);
|
||||
return (T)(object)texture;
|
||||
}
|
||||
|
||||
|
@ -110,19 +107,19 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
|
||||
/// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
|
||||
/// <param name="source">Where to search for a matching content asset.</param>
|
||||
/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
|
||||
public string GetActualAssetKey(string key, ContentSource source)
|
||||
public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder)
|
||||
{
|
||||
switch (source)
|
||||
{
|
||||
case ContentSource.GameContent:
|
||||
return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(key));
|
||||
return this.ContentManager.NormaliseAssetName(key);
|
||||
|
||||
case ContentSource.ModFolder:
|
||||
string contentPath = Path.Combine(this.ModFolderPathFromContent, key);
|
||||
return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(contentPath));
|
||||
FileInfo file = this.GetModFile(key);
|
||||
return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName));
|
||||
|
||||
default:
|
||||
throw new NotSupportedException($"Unknown content source '{source}'.");
|
||||
|
@ -145,13 +142,29 @@ namespace StardewModdingAPI.Framework
|
|||
throw new ArgumentException("The asset key or local path contains invalid characters.");
|
||||
}
|
||||
|
||||
/// <summary>Strip the .xnb extension from an asset key, since it's assumed by the underlying content manager.</summary>
|
||||
/// <param name="key">The asset key.</param>
|
||||
private string StripXnbExtension(string key)
|
||||
/// <summary>Get a file from the mod folder.</summary>
|
||||
/// <param name="path">The asset path relative to the mod folder.</param>
|
||||
private FileInfo GetModFile(string path)
|
||||
{
|
||||
if (key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
|
||||
return key.Substring(0, key.Length - 4);
|
||||
return key;
|
||||
path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path));
|
||||
FileInfo file = new FileInfo(path);
|
||||
if (!file.Exists && file.Extension == "")
|
||||
file = new FileInfo(Path.Combine(this.ModFolderPath, path + ".xnb"));
|
||||
return file;
|
||||
}
|
||||
|
||||
/// <summary>Get the asset path which loads a mod folder through a content manager.</summary>
|
||||
/// <param name="localPath">The file path relative to the mod's folder.</param>
|
||||
/// <param name="absolutePath">The absolute file path.</param>
|
||||
private string GetModAssetPath(string localPath, string absolutePath)
|
||||
{
|
||||
#if SMAPI_FOR_WINDOWS
|
||||
// XNA doesn't allow absolute asset paths, so get a path relative to the content folder
|
||||
return Path.Combine(this.ModFolderPathFromContent, localPath);
|
||||
#else
|
||||
// MonoGame is weird about relative paths on Mac, but allows absolute paths
|
||||
return absolutePath;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>Get a directory path relative to a given root.</summary>
|
||||
|
@ -181,14 +194,13 @@ namespace StardewModdingAPI.Framework
|
|||
throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop.");
|
||||
|
||||
// process texture
|
||||
SpriteBatch spriteBatch = Game1.spriteBatch;
|
||||
GraphicsDevice gpu = Game1.graphics.GraphicsDevice;
|
||||
using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height))
|
||||
using (SpriteBatch spriteBatch = new SpriteBatch(Game1.graphics.GraphicsDevice))
|
||||
{
|
||||
//Viewport originalViewport = Game1.graphics.GraphicsDevice.Viewport;
|
||||
|
||||
// create blank slate in render target
|
||||
Game1.graphics.GraphicsDevice.SetRenderTarget(renderTarget);
|
||||
Game1.graphics.GraphicsDevice.Clear(Color.Black);
|
||||
// create blank render target to premultiply
|
||||
gpu.SetRenderTarget(renderTarget);
|
||||
gpu.Clear(Color.Black);
|
||||
|
||||
// multiply each color by the source alpha, and write just the color values into the final texture
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
|
||||
|
@ -214,16 +226,17 @@ namespace StardewModdingAPI.Framework
|
|||
spriteBatch.Draw(texture, texture.Bounds, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
// release the GPU
|
||||
Game1.graphics.GraphicsDevice.SetRenderTarget(null);
|
||||
//Game1.graphics.GraphicsDevice.Viewport = originalViewport;
|
||||
// release GPU
|
||||
gpu.SetRenderTarget(null);
|
||||
|
||||
// store data from render target because the RenderTarget2D is volatile
|
||||
// extract premultiplied data
|
||||
Color[] data = new Color[texture.Width * texture.Height];
|
||||
renderTarget.GetData(data);
|
||||
|
||||
// unset texture from graphic device and set modified data back to it
|
||||
Game1.graphics.GraphicsDevice.Textures[0] = null;
|
||||
// unset texture from GPU to regain control
|
||||
gpu.Textures[0] = null;
|
||||
|
||||
// update texture with premultiplied data
|
||||
texture.SetData(data);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using StardewModdingAPI.Framework.Serialisation;
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
|
@ -35,5 +37,9 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Whether the mod uses per-save config files.</summary>
|
||||
[Obsolete("Use " + nameof(Mod) + "." + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadConfig) + " instead")]
|
||||
public bool PerSaveConfigs { get; set; }
|
||||
|
||||
/// <summary>Any manifest fields which didn't match a valid field.</summary>
|
||||
[JsonExtensionData]
|
||||
public IDictionary<string, object> ExtraFields { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -99,6 +99,8 @@ namespace StardewModdingAPI.Framework
|
|||
public string NormaliseAssetName(string assetName)
|
||||
{
|
||||
assetName = this.NormalisePathSeparators(assetName);
|
||||
if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
|
||||
return assetName.Substring(0, assetName.Length - 4);
|
||||
return this.NormaliseAssetNameForPlatform(assetName);
|
||||
}
|
||||
|
||||
|
|
|
@ -947,7 +947,28 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// log error
|
||||
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
|
||||
// fix sprite batch
|
||||
try
|
||||
{
|
||||
bool isSpriteBatchOpen =
|
||||
#if SMAPI_FOR_WINDOWS
|
||||
SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "inBeginEndPair");
|
||||
#else
|
||||
SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "_beginCalled");
|
||||
#endif
|
||||
if (isSpriteBatchOpen)
|
||||
{
|
||||
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
}
|
||||
catch (Exception innerEx)
|
||||
{
|
||||
this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
|
||||
}
|
||||
}
|
||||
Context.IsInDrawLoop = false;
|
||||
}
|
||||
|
@ -1345,8 +1366,8 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="enumerable">The enumeration of items to hash.</param>
|
||||
private int GetHash(IEnumerable enumerable)
|
||||
{
|
||||
var hash = 0;
|
||||
foreach (var v in enumerable)
|
||||
int hash = 0;
|
||||
foreach (object v in enumerable)
|
||||
hash ^= v.GetHashCode();
|
||||
return hash;
|
||||
}
|
||||
|
|
|
@ -9,16 +9,16 @@ namespace StardewModdingAPI
|
|||
{
|
||||
/// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
|
||||
/// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
|
||||
/// <param name="source">Where to search for a matching content asset.</param>
|
||||
/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
|
||||
/// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
|
||||
T Load<T>(string key, ContentSource source);
|
||||
T Load<T>(string key, ContentSource source = ContentSource.ModFolder);
|
||||
|
||||
/// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to an XNB file relative to the mod folder.</param>
|
||||
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
|
||||
/// <param name="source">Where to search for a matching content asset.</param>
|
||||
/// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
|
||||
string GetActualAssetKey(string key, ContentSource source);
|
||||
string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
namespace StardewModdingAPI
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace StardewModdingAPI
|
||||
{
|
||||
/// <summary>A manifest which describes a mod for SMAPI.</summary>
|
||||
public interface IManifest
|
||||
|
@ -23,5 +25,8 @@
|
|||
|
||||
/// <summary>The name of the DLL in the directory that has the <see cref="Mod.Entry"/> method.</summary>
|
||||
string EntryDll { get; set; }
|
||||
|
||||
/// <summary>Any manifest fields which didn't match a valid field.</summary>
|
||||
IDictionary<string, object> ExtraFields { get; set; }
|
||||
}
|
||||
}
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@ -33,6 +33,9 @@
|
|||
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\unix-launcher.sh" DestinationFiles="$(PackageInternalPath)\Mono\StardewModdingAPI" />
|
||||
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\steam_appid.txt" DestinationFolder="$(PackageInternalPath)\Mono" />
|
||||
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="@(CompiledMods)" DestinationFolder="$(PackageInternalPath)\Mono\Mods\%(RecursiveDir)" />
|
||||
|
||||
<!--copy Mono files needed by SMAPI on Linux/Mac -->
|
||||
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(SolutionDir)\..\lib\libgdiplus.dylib" DestinationFolder="$(PackageInternalPath)\Mono" />
|
||||
|
||||
<!-- copy SMAPI files for Windows -->
|
||||
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Mono.Cecil.dll" DestinationFolder="$(PackageInternalPath)\Windows" />
|
||||
|
|
Loading…
Reference in New Issue