The Wait Is Over. (#49)
* Move submodule to Godot * Update submodule AGAIN. * Update project files. * Remove WearableAnimatedSprite from prototypes. * Remove content repo resource copier. * Update submodule. * Fix resource handling. * Content.Client compiles by commenting out hands GUI. * Update submodule. * Fix prototype textures and update submodule. * Update Submodule. * Update submodule SOME MORE! * Random WiP shit I guess * Make omnisharp not choke on buildchecker. * Update submodule. * Highly WiP broken HandsGui code. * Ok maybe let's not insult omnisharp. * Fix annoying Omnisharp warning. * Update submodule. * Update submodule. * Hey I forgot to push this but it didn't conflict! * Fix hands GUI on godot. * Update submodule. * Obligatory submodule update. * Work on exports. * Work on exports. * Update submodule. * Update submodule. * Fix dumb case mismatch between content and engine * work pls. * This maybe. * Now! * Update submodule. * update submodule. * Some WiP work on exporting aaah. * OK READY FOR THE BUILDS SERVER. * Probably should've made those commits in a different order. * DO THE THING * update submodule. * Updates for effects system. * Update submodule. * Make file/line numbers show up on Windows Godot. * Set submodule to master.
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@@ -1,5 +1,5 @@
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@@ -13,30 +13,39 @@
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<DebugSymbols>true</DebugSymbols>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<DebugType>full</DebugType>
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<DebugType>portable</DebugType>
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<PlatformTarget>x64</PlatformTarget>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
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<DefineConstants>TRACE</DefineConstants>
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<Optimize>true</Optimize>
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<PlatformTarget>x64</PlatformTarget>
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<DefineConstants>TRACE;RELEASE</DefineConstants>
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@@ -75,33 +84,17 @@
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<ItemGroup>
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<None Include="app.config" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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