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add build and explanation
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parent
8748a05025
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20078e5c27
47 changed files with 189709 additions and 6 deletions
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Build/ATI.TextureConverter.dll
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Build/ATI.TextureConverter.dll
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Build/ATI.TextureConverter.dll.config
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Build/ATI.TextureConverter.dll.config
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<?xml version="1.0" encoding="UTF-8" ?>
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<configuration>
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<dllmap os="linux" dll="TextureConverter.dll" target="libTextureConverter.so"/>
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<dllmap os="osx" dll="TextureConverter.dll" target="libTextureConverter.dylib"/>
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</configuration>
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Build/Assimp64.dll
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Build/Assimp64.dll
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Build/AssimpNet.dll
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Build/AssimpNet.dll
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Build/AssimpNet.dll.config
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Build/AssimpNet.dll.config
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<configuration>
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<dllmap os="macos" dll="assimp.dll" target="libassimp.dylib"/>
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<dllmap os="linux" dll="assimp.dll" target="libassimp.so"/>
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</configuration>
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Build/AssimpNet.pdb
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Build/AssimpNet.pdb
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Build/AssimpNet.xml
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Build/AssimpNet.xml
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Build/Contentless.exe
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Build/Contentless.exe
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Build/Contentless.exe.config
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Build/Contentless.exe.config
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<?xml version="1.0" encoding="utf-8"?>
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<configuration>
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<startup>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.7.2" />
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</startup>
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</configuration>
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Build/Contentless.pdb
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Build/Contentless.pdb
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Build/CppNet.dll
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Build/CppNet.dll
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Build/FreeImage.dll
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Build/FreeImage.dll
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Build/MonoGame.Framework.Content.Pipeline.dll
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Build/MonoGame.Framework.Content.Pipeline.dll
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Build/MonoGame.Framework.Content.Pipeline.pdb
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Build/MonoGame.Framework.Content.Pipeline.pdb
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Build/MonoGame.Framework.Content.Pipeline.xml
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Build/MonoGame.Framework.Content.Pipeline.xml
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Build/MonoGame.Framework.dll
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Build/MonoGame.Framework.dll
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Build/MonoGame.Framework.pdb
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Build/MonoGame.Framework.pdb
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Build/MonoGame.Framework.xml
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Build/MonoGame.Framework.xml
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Build/Nvidia.TextureTools.dll
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Build/Nvidia.TextureTools.dll
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Build/Nvidia.TextureTools.dll.config
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Build/Nvidia.TextureTools.dll.config
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<configuration>
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<dllmap os="macos" dll="nvtt.dll" target="libnvtt.dylib"/>
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<dllmap os="linux" dll="nvtt.dll" target="libnvtt.so"/>
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</configuration>
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Build/PVRTexLibNET.dll
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Build/PVRTexLibNET.dll
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Build/PVRTexLibNET.dll.config
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Build/PVRTexLibNET.dll.config
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<?xml version="1.0" encoding="UTF-8" ?>
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<configuration>
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<dllmap os="linux" dll="PVRTexLibWrapper.dll" cpu="x86-64" target="libPVRTexLibWrapper.so"/>
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<dllmap os="osx" dll="PVRTexLibWrapper.dll" target="libPVRTexLibWrapper.dylib"/>
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</configuration>
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Build/PVRTexLibWrapper.dll
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Build/PVRTexLibWrapper.dll
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Build/SharpDX.D3DCompiler.dll
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Build/SharpDX.D3DCompiler.dll
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Build/SharpDX.D3DCompiler.xml
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Build/SharpDX.D3DCompiler.xml
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Build/SharpDX.DXGI.dll
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Build/SharpDX.DXGI.dll
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Build/SharpDX.DXGI.xml
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Build/SharpDX.DXGI.xml
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Build/SharpDX.Direct3D11.dll
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Build/SharpDX.Direct3D11.xml
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Build/SharpDX.Direct3D11.xml
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Build/SharpDX.MediaFoundation.dll
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Build/SharpDX.MediaFoundation.dll
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Build/SharpDX.MediaFoundation.xml
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Build/SharpDX.MediaFoundation.xml
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Build/SharpDX.XAudio2.dll
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Build/SharpDX.XAudio2.xml
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Build/SharpDX.XInput.dll
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Build/SharpDX.XInput.xml
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Build/SharpDX.dll
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Build/SharpDX.xml
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Build/SharpDX.xml
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Build/SharpFont.dll
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Build/SharpFont.dll
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Build/SharpFont.dll.config
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Build/SharpFont.dll.config
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<?xml version="1.0" encoding="utf-8" ?>
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<configuration>
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<dllmap dll="freetype6" os="osx" target="libfreetype.6.dylib" />
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</configuration>
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Build/ffmpeg.exe
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Build/ffmpeg.exe
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Build/ffprobe.exe
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Build/ffprobe.exe
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Build/freetype6.dll
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Build/freetype6.dll
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Build/libmojoshader_64.dll
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Build/libmojoshader_64.dll
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Build/nvtt.dll
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>netcoreapp2.2</TargetFramework>
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<TargetFramework>net472</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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@ -9,14 +9,21 @@ namespace Contentless {
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public static class Program {
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private static readonly ImporterInfo[] Importers = GetContentImporters().ToArray();
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private static readonly string[] ExcludedFolders = {"bin", "obj"};
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private static readonly string[] ExcludedFolders = {"bin/", "obj/"};
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public static void Main(string[] args) {
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if (args.Length != 1) {
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Console.WriteLine("Please specify the location of the content file you want to use");
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return;
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}
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var contentFile = new FileInfo(Path.Combine(Environment.CurrentDirectory, args[0]));
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if (!contentFile.Exists) {
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Console.WriteLine($"Unable to find content file {contentFile}");
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return;
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}
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Console.WriteLine($"Using content file {contentFile}");
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var content = ReadContent(contentFile);
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var changed = false;
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@ -24,11 +31,10 @@ namespace Contentless {
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// is the file the content file?
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if (file.Name == contentFile.Name)
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continue;
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var relative = Path.GetRelativePath(contentFile.Directory.FullName, file.FullName).Replace("\\", "/");
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var relative = GetRelativePath(contentFile.Directory.FullName, file.FullName);
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// is the file in an excluded directory?
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var dirName = file.DirectoryName.Replace("\\", "/");
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if (ExcludedFolders.Any(e => dirName.Contains(e))) {
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if (ExcludedFolders.Any(e => relative.Contains(e))) {
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continue;
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}
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Console.WriteLine($"Adding file {relative} with importer {importer.Type.Name} and processor {importer.Importer.DefaultProcessor}");
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}
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private static string GetRelativePath(string relativeTo, string path) {
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relativeTo = relativeTo.Replace("\\", "/");
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path = path.Replace("\\", "/");
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if (!relativeTo.EndsWith("/"))
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relativeTo += '/';
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return path.Replace(relativeTo, "");
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}
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private class ImporterInfo {
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public readonly ContentImporterAttribute Importer;
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README.md
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README.md
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# Contentless
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A commandline tool for MonoGame that automatically handles adding assets to the Content Pipeline project
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A commandline tool for MonoGame that automatically handles adding assets to the Content Pipeline project so you don't have to use their horrible interface.
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# How to use
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Clone this repository or download its `Build` folder which contains a build of Contentless. Then, add Contentless to your build process by adding the following task to your `.csproj` file. Note that you might have to change the paths to fit your project's setup.
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```xml
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<Target Name="BeforeBuild">
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<Exec Command="..\..\Contentless\Build\Contentless.exe Content/Content.mgcb" />
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</Target>
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```
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Contentless will now automatically add any content files from your `Content` directory and subdirectories (excluding `bin` and `obj`) to your `Content.mgcb` file if they haven't already been added either manually or by Contentless. No existing items' configurations will be overridden, so you can still use the Content Pipeline tool to modify any settings as well.
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