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35 lines
1.8 KiB
XML
35 lines
1.8 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<ProjectGuid>{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}</ProjectGuid>
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<TargetFramework>net472</TargetFramework>
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<LangVersion>7.2</LangVersion>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Microsoft.Build" />
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<PackageReference Include="Microsoft.Build" Version="16.5.0" />
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<PackageReference Include="semver" Version="2.0.6" />
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<PackageReference Include="JetBrains.Annotations" Version="2019.1.3.0" ExcludeAssets="runtime" PrivateAssets="all" />
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
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</ItemGroup>
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<!--
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The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
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here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486
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We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when
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searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed.
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-->
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<ItemGroup>
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<None Include="MSBuild.exe" CopyToOutputDirectory="Always" />
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</ItemGroup>
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<Target Name="CopyMSBuildStubWindows" AfterTargets="Build" Condition=" '$(GodotPlatform)' == 'windows' Or ( '$(GodotPlatform)' == '' And '$(OS)' == 'Windows_NT' ) ">
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<PropertyGroup>
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<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
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<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
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</PropertyGroup>
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<!-- Need to copy it here as well on Windows -->
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<Copy SourceFiles="MSBuild.exe" DestinationFiles="$(GodotOutputDataDir)\Mono\lib\mono\v4.0\MSBuild.exe" />
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</Target>
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</Project>
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