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**SMAPI** is an [open-source](LICENSE.md) modding API for [Stardew Valley](http://stardewvalley.net/)
that lets you play the game with mods. It's safely installed alongside the game's executable, and
doesn't change any of your game files. It serves six main purposes:
1. **Load mods into the game.**
_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
possible without SMAPI to load them.)_
2. **Provide APIs and events for mods.**
_SMAPI provides low-level APIs and events which let mods interact with the game in ways they
otherwise couldn't._
3. **Rewrite mods for crossplatform compatibility.**
_SMAPI rewrites mods' compiled code before loading them so they work on Linux/Mac/Windows
without the mods needing to handle differences between the Linux/Mac and Windows versions of the
game._
4. **Rewrite mods to update them.**
_SMAPI detects when a mod accesses part of the game that changed in a recent update which
affects many mods, and rewrites the mod so it's compatible._
5. **Intercept errors.**
_SMAPI intercepts errors that happen in the game, displays the error details in the console
window, and in most cases automatically recovers the game. This prevents mods from accidentally
crashing the game, and makes it possible to troubleshoot errors in the game itself that would
otherwise show a generic 'program has stopped working' type of message._
6. **Provide update checks.**
_SMAPI automatically checks for new versions of your installed mods, and notifies you when any
are available._
## Documentation
* [For players & mod creators](http://stardewvalleywiki.com/Modding:Index)
* [Release notes](release-notes.md)
* [Technical docs](technical-docs.md)
* [Chat on Discord](https://discord.gg/KCJHWhX) with SMAPI developers and other modders

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![](docs/imgs/SMAPI.png) ← [README](README.md)
This file provides more technical documentation about SMAPI. If you only want to use or create
mods, this section isn't relevant to you; see the main README to use or create mods.
## Contents ## Contents
* [What is SMAPI?](#what-is-smapi) * [Development](#development)
* **[For players](#for-players)**
* **[For mod developers](#for-mod-developers)**
* [For SMAPI developers](#for-smapi-developers)
* [Compiling from source](#compiling-from-source) * [Compiling from source](#compiling-from-source)
* [Debugging a local build](#debugging-a-local-build) * [Debugging a local build](#debugging-a-local-build)
* [Preparing a release](#preparing-a-release) * [Preparing a release](#preparing-a-release)
* [Advanced usage](#advanced-usage) * [Customisation](#customisation)
* [Configuration file](#configuration-file) * [Configuration file](#configuration-file)
* [Command-line arguments](#command-line-arguments) * [Command-line arguments](#command-line-arguments)
* [Compile flags](#compile-flags)
## What is SMAPI? ## Development
**SMAPI** is an [open-source](LICENSE) modding API for [Stardew Valley](http://stardewvalley.net/)
that lets you play the game with mods. It's safely installed alongside the game's executable, and
doesn't change any of your game files. It serves five main purposes:
1. **Load mods into the game.**
_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
possible without SMAPI to load them.)_
2. **Provide APIs and events for mods.**
_SMAPI provides low-level APIs and events which let mods interact with the game in ways they
otherwise couldn't._
3. **Rewrite mods for crossplatform compatibility.**
_SMAPI rewrites mods' compiled code before loading them so they work on Linux/Mac/Windows
without the mods needing to handle differences between the Linux/Mac and Windows versions of the
game._
4. **Rewrite mods to update them.**
_SMAPI detects when a mod accesses part of the game that changed in a recent update which
affects many mods, and rewrites the mod so it's compatible._
5. **Intercept errors.**
_SMAPI intercepts errors that happen in the game, displays the error details in the console
window, and in most cases automatically recovers the game. This prevents mods from accidentally
crashing the game, and makes it possible to troubleshoot errors in the game itself that would
otherwise show a generic 'program has stopped working' type of message._
## For players
* [Intro & FAQs](http://stardewvalleywiki.com/Modding:Player_FAQs)
* [Installing SMAPI](http://stardewvalleywiki.com/Modding:Installing_SMAPI)
* [Release notes](release-notes.md#release-notes)
* Need help? Come [chat on Discord](https://discord.gg/KCJHWhX) or [post in the support forums](http://community.playstarbound.com/threads/smapi-stardew-modding-api.108375/).
_Please don't submit issues on GitHub for support questions._
## For mod developers
* [Modding documentation](http://stardewvalleywiki.com/Modding:Index)
* [Release notes](release-notes.md#release-notes)
* [Chat on Discord](https://discord.gg/KCJHWhX) with SMAPI developers and other modders
## For SMAPI developers
_This section is about compiling SMAPI itself from source. If you don't know what that means, this
section isn't relevant to you; see the previous sections to use or create mods._
### Compiling from source ### Compiling from source
Using an official SMAPI release is recommended for most users. Using an official SMAPI release is recommended for most users.
@ -139,7 +97,7 @@ on the wiki for the first-time setup.
* delete `internal/Windows/StardewModdingAPI.xml`. * delete `internal/Windows/StardewModdingAPI.xml`.
7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`. 7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
## Advanced usage ## Customisation
### Configuration file ### Configuration file
You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your
game folder. game folder.
@ -177,4 +135,3 @@ SMAPI uses a small number of conditional compilation constants, which you can se
flag | purpose flag | purpose
---- | ------- ---- | -------
`SMAPI_FOR_WINDOWS` | Indicates that SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`. `SMAPI_FOR_WINDOWS` | Indicates that SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.

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**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration
for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods.
The package...
* lets you write your mod once, and compile it on any computer. It detects the current platform
(Linux, Mac, or Windows) and game install path, and injects the right references automatically.
* configures Visual Studio so you can debug into the mod code when the game is running (_Windows
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)
* [Troubleshoot](#troubleshoot)
* [Versions](#versions)
## Install
**When creating a new mod:**
1. Create an empty library project.
2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod).
4. Compile on any platform.
**When migrating an existing mod:**
1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley,
`StardewModdingAPI`, and `xTile`.
2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
3. Compile on any platform.
## Simplify mod development
### 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 above the first `</PropertyGroup>` line:
```xml
<DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName>
```
That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with
your `manifest.json`, build output, and any `i18n` files.
Notes:
* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
* To customise the folder name, just replace `$(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 (Windows-only)
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 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 folder, launch SMAPI, and attach a debugger
automatically. Now you can step through your code, set breakpoints, etc.
### Create release zips automatically (Windows-only)
You can create the mod package automatically when you build:
1. Edit your mod's `.csproj` file.
2. Add this block above the first `</PropertyGroup>` line:
```xml
<DeployModZipTo>$(SolutionDir)\_releases</DeployModZipTo>
```
That's it! Each time you build, the mod files will be zipped into `_releases\<mod name>.zip`. (You
can change the value to save the zips somewhere else.)
## 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 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.
2. Create this file path:
platform | path
--------- | ----
Linux/Mac | `~/stardewvalley.targets`
Windows | `%USERPROFILE%\stardewvalley.targets`
3. Save the file with this content:
```xml
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<GamePath>PATH_HERE</GamePath>
</PropertyGroup>
</Project>
```
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 `<Project` line:
```xml
<PropertyGroup>
<GamePath>PATH_HERE</GamePath>
</PropertyGroup>
```
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
See [release notes](release-notes.md).

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<!--*********************************************
** Define build tasks
**********************************************-->
<!--######
## create a release zip file for a mod (CodeTaskFactory only available on Windows?)
#######-->
<UsingTask TaskName="CreateModReleaseZip" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll" Condition="'$(OS)' == 'Windows_NT'">
<ParameterGroup>
<ModName ParameterType="System.String" Required="true" />
<Files ParameterType="Microsoft.Build.Framework.ITaskItem[]" Required="true" />
<OutputFolderPath ParameterType="System.String" Required="true" />
</ParameterGroup>
<Task>
<Reference Include="System.IO" />
<Reference Include="System.IO.Compression" />
<Reference Include="System.Web.Extensions"/>
<Code Type="Class" Language="cs">
<![CDATA[
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Web.Script.Serialization;
using Microsoft.Build.Framework;
using Microsoft.Build.Utilities;
/// <summary>A build task which packs mod files into a conventional release zip.</summary>
public class CreateModReleaseZip : Task, ITask
{
/*********
** Accessors
*********/
/// <summary>The mod files to pack.</summary>
public ITaskItem[] Files { get; set; }
/// <summary>The name of the mod.</param>
public string ModName { get; set; }
/// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary>
public string OutputFolderPath { get; set; }
/*********
** Public methods
*********/
public override bool Execute()
{
try
{
// create output path if needed
Directory.CreateDirectory(OutputFolderPath);
// get zip filename
string fileName = string.Format("{0}-{1}.zip", this.ModName, this.GetManifestVersion());
// clear old zip file if present
string zipPath = Path.Combine(OutputFolderPath, fileName);
if (File.Exists(zipPath))
File.Delete(zipPath);
// create zip file
using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write))
using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create))
{
foreach (ITaskItem file in Files)
{
// get file info
string filePath = file.ItemSpec;
string entryName = ModName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension");
if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase))
entryName = Path.Combine("i18n", entryName);
// add to zip
using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read))
using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open())
{
fileStream.CopyTo(fileStreamInZip);
}
}
}
return true;
}
catch (Exception ex)
{
Log.LogErrorFromException(ex);
return false;
}
}
/// <summary>Get a semantic version from the mod manifest (if available).</summary>
public string GetManifestVersion()
{
// Get the file JSON string
string json = "";
foreach(ITaskItem file in Files)
{
if(Path.GetFileName(file.ItemSpec).ToLower() != "manifest.json")
continue;
json = File.ReadAllText(file.ItemSpec);
break;
}
// Serialize the manifest json into a data object, then get a version object from that.
IDictionary<string, object> data = (IDictionary<string, object>)new JavaScriptSerializer().DeserializeObject(json);
IDictionary<string, object> version = (IDictionary<string, object>)data["Version"];
// Store our version numbers for ease of use
int major = (int)version["MajorVersion"];
int minor = (int)version["MinorVersion"];
int patch = (int)version["PatchVersion"];
return String.Format("{0}.{1}.{2}", major, minor, patch);
}
}
]]>
</Code>
</Task>
</UsingTask>
<!--*********************************************
** Find the basic mod metadata
**********************************************-->
<!--######
## import developer's custom settings (if any)
#######-->
<Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" />
<Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" />
<!--######
## find platform + game path
#######-->
<Choose>
<When Condition="$(OS) == 'Unix' OR $(OS) == 'OSX'">
<PropertyGroup>
<!-- Linux -->
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/GOG Games/Stardew Valley/game</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/.local/share/Steam/steamapps/common/Stardew Valley</GamePath>
<!-- Mac (may be 'Unix' or 'OSX') -->
<GamePath Condition="!Exists('$(GamePath)')">/Applications/Stardew Valley.app/Contents/MacOS</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath>
</PropertyGroup>
</When>
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32))</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32))</GamePath>
</PropertyGroup>
</When>
</Choose>
<!--*********************************************
** Inject the assembly references and debugging configuration
**********************************************-->
<Choose>
<When Condition="$(OS) == 'Windows_NT'">
<!-- references -->
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
<!-- launch game for debugging -->
<PropertyGroup>
<StartAction>Program</StartAction>
<StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram>
<StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
</PropertyGroup>
</When>
<Otherwise>
<!-- references -->
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(GamePath)\MonoGame.Framework.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="StardewValley">
<HintPath>$(GamePath)\StardewValley.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="xTile">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
</Otherwise>
</Choose>
<!--*********************************************
** Perform build logic
**********************************************-->
<!--######
## validate metadata before build
#######-->
<Target Name="BeforeBuild">
<!-- show error for unknown platform -->
<Error Condition="'$(OS)' != 'OSX' AND '$(OS)' != 'Unix' AND '$(OS)' != 'Windows_NT'" Text="The build config package doesn't recognise OS type '$(OS)'." />
<!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors -->
<Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path. See https://github.com/Pathoschild/Stardew.ModBuildConfig#troubleshoot for help." />
<Error Condition="'$(OS)' == 'Windows_NT' AND !Exists('$(GamePath)\Stardew Valley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
<Error Condition="'$(OS)' != 'Windows_NT' AND !Exists('$(GamePath)\StardewValley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
<Error Condition="!Exists('$(GamePath)\StardewModdingAPI.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain SMAPI." />
</Target>
<!--######
## Deploy files after build
#######-->
<Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != '' OR '$(DeployModZipTo)' != ''">
<!--collect file paths-->
<PropertyGroup>
<ModDeployPath>$(GamePath)\Mods\$(DeployModFolderName)</ModDeployPath>
<DeployModZipTo Condition="'$(OS)' != 'Windows_NT'"><!--disable on Linux/Mac where CodeTaskFactory doesn't seem to be available--></DeployModZipTo>
</PropertyGroup>
<ItemGroup>
<BuildFiles Include="$(TargetDir)\**\*.*" Exclude="$(TargetDir)\manifest.json;$(TargetDir)\i18n\**\*.*" />
<BuildFiles Include="$(ProjectDir)\manifest.json" Condition="'@(BuildFiles)' != ''" />
<BuildFiles Include="$(TargetDir)\manifest.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\manifest.json')" />
<I18nFiles Include="$(ProjectDir)\i18n\*.json" Condition="'@(BuildFiles)' != ''" />
<I18nFiles Include="$(TargetDir)\i18n\*.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\i18n')" />
</ItemGroup>
<!--validate paths-->
<Error Text="Could not deploy mod automatically because no build output was found." Condition="'@(BuildFiles)' == ''" />
<Error Text="Could not deploy mod automatically because no manifest.json was found in the project or build output." Condition="!Exists('$(TargetDir)\manifest.json') AND !Exists('$(ProjectDir)\manifest.json')" />
<!-- copy mod files into mod folder if <DeployModFolderName> property is set -->
<Message Text="Deploying mod to $(ModDeployPath)..." Importance="high" Condition="'$(DeployModFolderName)' != ''" />
<Copy SourceFiles="@(BuildFiles)" DestinationFolder="$(ModDeployPath)\%(RecursiveDir)" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" />
<Copy SourceFiles="@(I18nFiles)" DestinationFolder="$(ModDeployPath)\i18n" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" />
<!-- create release zip if <DeployModZipTo> property is set -->
<Message Text="Generating mod release at $(DeployModZipTo)\$(MSBuildProjectName).zip..." Importance="high" Condition="'$(DeployModZipTo)' != ''" />
<CreateModReleaseZip ModName="$(MSBuildProjectName)" Files="@(BuildFiles);@(I18nFiles)" OutputFolderPath="$(DeployModZipTo)" Condition="'$(DeployModZipTo)' != ''" />
</Target>
</Project>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
<metadata>
<id>Pathoschild.Stardew.ModBuildConfig</id>
<version>1.7.1</version>
<title>MSBuild config for Stardew Valley mods</title>
<authors>Pathoschild</authors>
<owners>Pathoschild</owners>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<licenseUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.7.1/LICENSE.txt</licenseUrl>
<projectUrl>https://github.com/Pathoschild/Stardew.ModBuildConfig#readme</projectUrl>
<iconUrl>https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.7.1/assets/nuget-icon.png</iconUrl>
<description>Automates the build configuration for crossplatform Stardew Valley SMAPI mods.</description>
<releaseNotes>
1.7 added an option to create release zips on build and added a reference to XNA's XACT library for audio-related mods.
1.7.1 fixed an issue where i18n folders were flattened, and ensures that the manifest/i18n files in the project take precedence over those in the build output if both are present.</releaseNotes>
</metadata>
<files>
<file src="build/smapi.targets" target="build/Pathoschild.Stardew.ModBuildConfig.targets" />
<file src="readme.md" />
</files>
</package>

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@ -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.

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup> <PropertyGroup>
@ -33,12 +33,12 @@
<Reference Include="System" /> <Reference Include="System" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="..\GlobalAssemblyInfo.cs"> <Compile Include="..\..\build\GlobalAssemblyInfo.cs">
<Link>Properties\GlobalAssemblyInfo.cs</Link> <Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile> </Compile>
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SpriteBatchMethods.cs" /> <Compile Include="SpriteBatchMethods.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(SolutionDir)\common.targets" /> <Import Project="..\..\build\common.targets" />
</Project> </Project>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup> <PropertyGroup>
@ -36,7 +36,7 @@
<Reference Include="System" /> <Reference Include="System" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="..\GlobalAssemblyInfo.cs"> <Compile Include="..\..\build\GlobalAssemblyInfo.cs">
<Link>Properties\GlobalAssemblyInfo.cs</Link> <Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile> </Compile>
<Compile Include="Enums\ScriptAction.cs" /> <Compile Include="Enums\ScriptAction.cs" />
@ -51,6 +51,6 @@
</Content> </Content>
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(SolutionDir)\common.targets" /> <Import Project="..\..\build\common.targets" />
<Import Project="$(SolutionDir)\prepare-install-package.targets" /> <Import Project="..\..\build\prepare-install-package.targets" />
</Project> </Project>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup> <PropertyGroup>
@ -45,7 +45,7 @@
<Reference Include="System" /> <Reference Include="System" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="..\GlobalAssemblyInfo.cs"> <Compile Include="..\..\build\GlobalAssemblyInfo.cs">
<Link>Properties\GlobalAssemblyInfo.cs</Link> <Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile> </Compile>
<Compile Include="Utilities\SemanticVersionTests.cs" /> <Compile Include="Utilities\SemanticVersionTests.cs" />
@ -59,11 +59,11 @@
<None Include="packages.config" /> <None Include="packages.config" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\StardewModdingAPI\StardewModdingAPI.csproj"> <ProjectReference Include="..\SMAPI\StardewModdingAPI.csproj">
<Project>{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}</Project> <Project>{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}</Project>
<Name>StardewModdingAPI</Name> <Name>StardewModdingAPI</Name>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(SolutionDir)\common.targets" /> <Import Project="..\..\build\common.targets" />
</Project> </Project>

View File

@ -1,4 +1,4 @@
<Project Sdk="Microsoft.NET.Sdk.Web"> <Project Sdk="Microsoft.NET.Sdk.Web">
<PropertyGroup> <PropertyGroup>
<TargetFramework>netcoreapp2.0</TargetFramework> <TargetFramework>netcoreapp2.0</TargetFramework>
@ -6,7 +6,7 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="..\GlobalAssemblyInfo.cs" Link="Properties\GlobalAssemblyInfo.cs" /> <Compile Include="..\..\build\GlobalAssemblyInfo.cs" Link="Properties\GlobalAssemblyInfo.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -21,6 +21,6 @@
<ItemGroup> <ItemGroup>
<DotNetCliToolReference Include="Microsoft.VisualStudio.Web.CodeGeneration.Tools" Version="1.0.1" /> <DotNetCliToolReference Include="Microsoft.VisualStudio.Web.CodeGeneration.Tools" Version="1.0.1" />
</ItemGroup> </ItemGroup>
<Import Project="..\StardewModdingAPI.Models\StardewModdingAPI.Models.projitems" Label="Shared" /> <Import Project="..\SMAPI.Models\StardewModdingAPI.Models.projitems" Label="Shared" />
</Project> </Project>

View File

@ -5,42 +5,50 @@ VisualStudioVersion = 15.0.26730.16
MinimumVisualStudioVersion = 10.0.40219.1 MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TrainerMod", "TrainerMod\TrainerMod.csproj", "{28480467-1A48-46A7-99F8-236D95225359}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TrainerMod", "TrainerMod\TrainerMod.csproj", "{28480467-1A48-46A7-99F8-236D95225359}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI", "StardewModdingAPI\StardewModdingAPI.csproj", "{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI", "SMAPI\StardewModdingAPI.csproj", "{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}"
EndProject EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "metadata", "metadata", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = ".root", ".root", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}"
ProjectSection(SolutionItems) = preProject ProjectSection(SolutionItems) = preProject
.editorconfig = .editorconfig ..\.editorconfig = ..\.editorconfig
..\.gitattributes = ..\.gitattributes ..\.gitattributes = ..\.gitattributes
..\.gitignore = ..\.gitignore ..\.gitignore = ..\.gitignore
common.targets = common.targets
..\CONTRIBUTING.md = ..\CONTRIBUTING.md
GlobalAssemblyInfo.cs = GlobalAssemblyInfo.cs
..\LICENSE = ..\LICENSE
prepare-install-package.targets = prepare-install-package.targets
..\README.md = ..\README.md
..\release-notes.md = ..\release-notes.md
EndProjectSection EndProjectSection
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Installer", "StardewModdingAPI.Installer\StardewModdingAPI.Installer.csproj", "{443DDF81-6AAF-420A-A610-3459F37E5575}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Installer", "SMAPI.Installer\StardewModdingAPI.Installer.csproj", "{443DDF81-6AAF-420A-A610-3459F37E5575}"
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{28480467-1A48-46A7-99F8-236D95225359} = {28480467-1A48-46A7-99F8-236D95225359} {28480467-1A48-46A7-99F8-236D95225359} = {28480467-1A48-46A7-99F8-236D95225359}
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F} = {F1A573B0-F436-472C-AE29-0B91EA6B9F8F} {F1A573B0-F436-472C-AE29-0B91EA6B9F8F} = {F1A573B0-F436-472C-AE29-0B91EA6B9F8F}
EndProjectSection EndProjectSection
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.AssemblyRewriters", "StardewModdingAPI.AssemblyRewriters\StardewModdingAPI.AssemblyRewriters.csproj", "{10DB0676-9FC1-4771-A2C8-E2519F091E49}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.AssemblyRewriters", "SMAPI.AssemblyRewriters\StardewModdingAPI.AssemblyRewriters.csproj", "{10DB0676-9FC1-4771-A2C8-E2519F091E49}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Tests", "StardewModdingAPI.Tests\StardewModdingAPI.Tests.csproj", "{36CCB19E-92EB-48C7-9615-98EEFD45109B}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Tests", "SMAPI.Tests\StardewModdingAPI.Tests.csproj", "{36CCB19E-92EB-48C7-9615-98EEFD45109B}"
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StardewModdingAPI.Web", "StardewModdingAPI.Web\StardewModdingAPI.Web.csproj", "{A308F679-51A3-4006-92D5-BAEC7EBD01A1}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StardewModdingAPI.Web", "SMAPI.Web\StardewModdingAPI.Web.csproj", "{A308F679-51A3-4006-92D5-BAEC7EBD01A1}"
EndProject EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Internal", "Internal", "{82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Internal", "Internal", "{82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11}"
EndProject EndProject
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "StardewModdingAPI.Models", "StardewModdingAPI.Models\StardewModdingAPI.Models.shproj", "{2AA02FB6-FF03-41CF-A215-2EE60AB4F5DC}" Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "StardewModdingAPI.Models", "SMAPI.Models\StardewModdingAPI.Models.shproj", "{2AA02FB6-FF03-41CF-A215-2EE60AB4F5DC}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "docs", "docs", "{EB35A917-67B9-4EFA-8DFC-4FB49B3949BB}"
ProjectSection(SolutionItems) = preProject
..\docs\CONTRIBUTING.md = ..\docs\CONTRIBUTING.md
..\docs\LICENSE.md = ..\docs\LICENSE.md
..\docs\README.md = ..\docs\README.md
..\docs\release-notes.md = ..\docs\release-notes.md
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "build", "build", "{09CF91E5-5BAB-4650-A200-E5EA9A633046}"
ProjectSection(SolutionItems) = preProject
..\build\common.targets = ..\build\common.targets
..\build\GlobalAssemblyInfo.cs = ..\build\GlobalAssemblyInfo.cs
..\build\prepare-install-package.targets = ..\build\prepare-install-package.targets
EndProjectSection
EndProject EndProject
Global Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution GlobalSection(SharedMSBuildProjectFiles) = preSolution
StardewModdingAPI.Models\StardewModdingAPI.Models.projitems*{2aa02fb6-ff03-41cf-a215-2ee60ab4f5dc}*SharedItemsImports = 13 SMAPI.Models\StardewModdingAPI.Models.projitems*{2aa02fb6-ff03-41cf-a215-2ee60ab4f5dc}*SharedItemsImports = 13
StardewModdingAPI.Models\StardewModdingAPI.Models.projitems*{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}*SharedItemsImports = 4 SMAPI.Models\StardewModdingAPI.Models.projitems*{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}*SharedItemsImports = 4
EndGlobalSection EndGlobalSection
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@ -121,6 +129,8 @@ Global
{10DB0676-9FC1-4771-A2C8-E2519F091E49} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11} {10DB0676-9FC1-4771-A2C8-E2519F091E49} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11}
{36CCB19E-92EB-48C7-9615-98EEFD45109B} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11} {36CCB19E-92EB-48C7-9615-98EEFD45109B} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11}
{2AA02FB6-FF03-41CF-A215-2EE60AB4F5DC} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11} {2AA02FB6-FF03-41CF-A215-2EE60AB4F5DC} = {82D22ED7-A0A7-4D64-8E92-4B6A5E74ED11}
{EB35A917-67B9-4EFA-8DFC-4FB49B3949BB} = {86C452BE-D2D8-45B4-B63F-E329EB06CEDA}
{09CF91E5-5BAB-4650-A200-E5EA9A633046} = {86C452BE-D2D8-45B4-B63F-E329EB06CEDA}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {70143042-A862-47A8-A677-7C819DDC90DC} SolutionGuid = {70143042-A862-47A8-A677-7C819DDC90DC}

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