Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Luatrauma.props
T
peelz a5baf9cfba Migrate asm publicization to msbuild (#132)
* Make publish-release workflow fail on missing build artifacts
* Remove assembly publicization step from CI
* Add AssemblyPublicizer MSBuild task
* Add explanation for SatelliteResourceLanguages prop
* Move and document workaround for duplicate-file-on-publish OSX issue
* Move the Luatrauma.props import to the bottom of project files, this should give us a chance to override properties/items defined in the project file.
2023-05-25 16:31:46 -03:00

29 lines
1.3 KiB
XML

<Project>
<ItemGroup>
<PackageReference Include="Luatrauma.Internal.AssemblyPublicizer.MSBuild" Version="0.1.4" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Scripting" Version="4.1.0" />
<PackageReference Include="Lib.Harmony" Version="2.2.2" />
<PackageReference Include="Sigil" Version="5.0.0" />
<ProjectReference Include="$(MSBuildThisFileDirectory)..\..\Libraries\moonsharp\MoonSharp.Interpreter\MoonSharp.Interpreter.csproj" />
<ProjectReference Include="$(MSBuildThisFileDirectory)..\..\Libraries\moonsharp\MoonSharp.VsCodeDebugger\MoonSharp.VsCodeDebugger.csproj" />
</ItemGroup>
<!--
The `Microsoft.CodeAnalysis.CSharp.Scripting` package includes satellites
assemblies, which end up polluting the build folder.
This suppresses the extra satellite assemblies.
-->
<PropertyGroup>
<SatelliteResourceLanguages>en</SatelliteResourceLanguages>
</PropertyGroup>
<!--
Upstream ships vendored OpenAL and SDL2 dylibs, which clobber the ones
defined in Libraries/MonoGame.Framework/DesktopGL/MonoGame.Framework.dll.config
This lets us work around the (otherwise fatal) error.
-->
<PropertyGroup Condition="'$(MSBuildProjectName)' == 'MacClient'">
<ErrorOnDuplicatePublishOutputFiles>false</ErrorOnDuplicatePublishOutputFiles>
</PropertyGroup>
</Project>