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handle .gitignore
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8
.gitignore
vendored
8
.gitignore
vendored
@ -1,9 +1,9 @@
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.DS_Store
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FNA/
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fnalibs/
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Shitty/bin
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Shitty/CompiledContent/bin
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Shitty/CompiledContent/obj
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project_name/bin
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project_name/obj
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project_name/CompiledContent/bin
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project_name/CompiledContent/obj
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.mgstats
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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
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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.
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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));`
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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));`
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## Build Tasks ##
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@ -106,6 +106,7 @@ fi
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sed -i '' "s/project_name/$newProjectName/g" project_name.code-workspace
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sed -i '' "s/project_name/$newProjectName/g" project_name.sln
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sed -i '' "s/project_name/$newProjectName/g" .gitignore
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sed -i '' "s/project_name/$newProjectName/g" project_name/project_name.sln
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sed -i '' "s/project_name/$newProjectName/g" project_name/project_name.csproj
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sed -i '' "s/project_name/$newProjectName/g" project_name/Game1.cs
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@ -11,6 +11,10 @@ namespace project_name
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{
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base.Initialize();
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#if DEBUG
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System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
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#endif
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var newScene = new Scene();
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newScene.addRenderer(new DefaultRenderer());
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