handle .gitignore

This commit is contained in:
Mike 2019-02-12 16:08:21 -08:00
parent 4e5f94d27a
commit c92299c546
4 changed files with 10 additions and 5 deletions

8
.gitignore vendored
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@ -1,9 +1,9 @@
.DS_Store
FNA/
fnalibs/
Shitty/bin
Shitty/CompiledContent/bin
Shitty/CompiledContent/obj
project_name/bin
project_name/obj
project_name/CompiledContent/bin
project_name/CompiledContent/obj
.mgstats
Shitty/obj

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@ -23,7 +23,7 @@ Start new FNA projects with Nez quickly and easily with handy setup scripts, a v
That's it! Now you're ready to build and run the base project. When developing raw content (files not processed by the Pipeline tool) should be placed in the `Content` folder and anything that needs processing should go in the `CompiledContent` folder and added to the Pipeline tool.
If you want to see the output of `Debug.*` calls in the VS Code Debug Console, you have to install a listener by adding this somewhere in your code (Game1 is a good spot): `System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));`
If you want to see the output of `Debug.*` calls in the VS Code Debug Console, you have to install a listener by adding this somewhere in your code (Game1 by default has one for you): `System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));`
## Build Tasks ##

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@ -106,6 +106,7 @@ fi
sed -i '' "s/project_name/$newProjectName/g" project_name.code-workspace
sed -i '' "s/project_name/$newProjectName/g" project_name.sln
sed -i '' "s/project_name/$newProjectName/g" .gitignore
sed -i '' "s/project_name/$newProjectName/g" project_name/project_name.sln
sed -i '' "s/project_name/$newProjectName/g" project_name/project_name.csproj
sed -i '' "s/project_name/$newProjectName/g" project_name/Game1.cs

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@ -11,6 +11,10 @@ namespace project_name
{
base.Initialize();
#if DEBUG
System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
#endif
var newScene = new Scene();
newScene.addRenderer(new DefaultRenderer());