From e5a273d2aa3fafbffd1d535b07df800914a273e5 Mon Sep 17 00:00:00 2001 From: Death Killer Date: Sat, 9 Mar 2019 19:45:33 +0100 Subject: [PATCH] Fixed bug, simplified installation, updated Readme, enabled AoT again --- .../{Object => MovingPlatform}/SpikeBall.res | 2 +- .../Shaders.ES30}/BasicNormal.res | 0 .../Shaders.ES30}/BasicNormalAdd.res | 0 .../Shaders.ES30}/BasicNormalInvert.res | 0 .../Shaders => Content/Shaders.ES30}/Blur.res | 0 .../Shaders.ES30}/Colorize.res | 0 .../Shaders.ES30}/CombineScene.res | 0 .../Shaders.ES30}/CombineSceneWater.res | 0 .../Shaders.ES30}/Downsample.res | 0 .../Shaders.ES30}/Lighting.res | 0 .../Shaders.ES30}/LightingNoise.res | 0 .../Shaders.ES30}/Minimal.frag | 0 .../Shaders.ES30}/Minimal.vert | 0 .../Shaders.ES30}/MinimalC1P3T4.res | 0 .../Shaders.ES30}/PaletteNormal.res | 0 .../Shaders.ES30}/Picking.frag | 0 .../Shaders.ES30}/ResizeHQ2x.res | 0 .../Shaders.ES30}/SharpAlpha.frag | 0 .../Shaders.ES30}/SmoothAnim.res | 0 .../Shaders.ES30}/SmoothAnimNormal.res | 0 .../Shaders.ES30}/TexturedBackground.res | 0 .../TexturedBackgroundCircle.res | 0 Content/{Internal => Shaders}/Minimal.frag | 0 Content/{Internal => Shaders}/Minimal.vert | 0 Content/{Internal => Shaders}/Picking.frag | 0 Content/{Internal => Shaders}/SharpAlpha.frag | 0 Jazz2.Android/CrashHandlerActivity.cs | 3 --- Jazz2.Android/InnerView.cs | 5 +++++ Jazz2.Android/Jazz2.Android.csproj | 2 +- Jazz2.Android/MainActivity.cs | 2 +- Jazz2.Android/Properties/AndroidManifest.xml | 2 +- Jazz2.Core/Actors/Solid/SpikeBall.cs | 6 +++--- Jazz2.Core/Game/ContentResolver.cs | 11 +++++++++- Jazz2.Core/Misc/Updater.cs | 20 +++++++++---------- Jazz2/App.cs | 4 ++++ Jazz2/Properties/AssemblyInfo.cs | 4 ++-- README.md | 6 ++---- Shared/Duality/DefaultContent.cs | 9 ++++++++- Tools/Import/App.cs | 12 +++++++++++ Tools/Import/Properties/AssemblyInfo.cs | 4 ++-- 40 files changed, 61 insertions(+), 31 deletions(-) rename Content/Metadata/{Object => MovingPlatform}/SpikeBall.res (90%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/BasicNormal.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/BasicNormalAdd.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/BasicNormalInvert.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/Blur.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/Colorize.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/CombineScene.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/CombineSceneWater.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/Downsample.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/Lighting.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/LightingNoise.res (100%) rename {Jazz2.Android/Shaders/Internal => Content/Shaders.ES30}/Minimal.frag (100%) rename {Jazz2.Android/Shaders/Internal => Content/Shaders.ES30}/Minimal.vert (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/MinimalC1P3T4.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/PaletteNormal.res (100%) rename {Jazz2.Android/Shaders/Internal => Content/Shaders.ES30}/Picking.frag (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/ResizeHQ2x.res (100%) rename {Jazz2.Android/Shaders/Internal => Content/Shaders.ES30}/SharpAlpha.frag (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/SmoothAnim.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/SmoothAnimNormal.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/TexturedBackground.res (100%) rename {Jazz2.Android/Shaders => Content/Shaders.ES30}/TexturedBackgroundCircle.res (100%) rename Content/{Internal => Shaders}/Minimal.frag (100%) rename Content/{Internal => Shaders}/Minimal.vert (100%) rename Content/{Internal => Shaders}/Picking.frag (100%) rename Content/{Internal => Shaders}/SharpAlpha.frag (100%) diff --git a/Content/Metadata/Object/SpikeBall.res b/Content/Metadata/MovingPlatform/SpikeBall.res similarity index 90% rename from Content/Metadata/Object/SpikeBall.res rename to Content/Metadata/MovingPlatform/SpikeBall.res index 0ff55eaf..9fd8ea48 100644 --- a/Content/Metadata/Object/SpikeBall.res +++ b/Content/Metadata/MovingPlatform/SpikeBall.res @@ -4,7 +4,7 @@ }, "Animations": { - "SpikeBall": { + "Platform": { "Path": "Object/3d_spike.png" }, "Chain": { diff --git a/Jazz2.Android/Shaders/BasicNormal.res b/Content/Shaders.ES30/BasicNormal.res similarity index 100% rename from Jazz2.Android/Shaders/BasicNormal.res rename to Content/Shaders.ES30/BasicNormal.res diff --git a/Jazz2.Android/Shaders/BasicNormalAdd.res b/Content/Shaders.ES30/BasicNormalAdd.res similarity index 100% rename from Jazz2.Android/Shaders/BasicNormalAdd.res rename to Content/Shaders.ES30/BasicNormalAdd.res diff --git a/Jazz2.Android/Shaders/BasicNormalInvert.res b/Content/Shaders.ES30/BasicNormalInvert.res similarity index 100% rename from Jazz2.Android/Shaders/BasicNormalInvert.res rename to Content/Shaders.ES30/BasicNormalInvert.res diff --git a/Jazz2.Android/Shaders/Blur.res b/Content/Shaders.ES30/Blur.res similarity index 100% rename from Jazz2.Android/Shaders/Blur.res rename to Content/Shaders.ES30/Blur.res diff --git a/Jazz2.Android/Shaders/Colorize.res b/Content/Shaders.ES30/Colorize.res similarity index 100% rename from Jazz2.Android/Shaders/Colorize.res rename to Content/Shaders.ES30/Colorize.res diff --git a/Jazz2.Android/Shaders/CombineScene.res b/Content/Shaders.ES30/CombineScene.res similarity index 100% rename from Jazz2.Android/Shaders/CombineScene.res rename to Content/Shaders.ES30/CombineScene.res diff --git a/Jazz2.Android/Shaders/CombineSceneWater.res b/Content/Shaders.ES30/CombineSceneWater.res similarity index 100% rename from Jazz2.Android/Shaders/CombineSceneWater.res rename to Content/Shaders.ES30/CombineSceneWater.res diff --git a/Jazz2.Android/Shaders/Downsample.res b/Content/Shaders.ES30/Downsample.res similarity index 100% rename from Jazz2.Android/Shaders/Downsample.res rename to Content/Shaders.ES30/Downsample.res diff --git a/Jazz2.Android/Shaders/Lighting.res b/Content/Shaders.ES30/Lighting.res similarity index 100% rename from Jazz2.Android/Shaders/Lighting.res rename to Content/Shaders.ES30/Lighting.res diff --git a/Jazz2.Android/Shaders/LightingNoise.res b/Content/Shaders.ES30/LightingNoise.res similarity index 100% rename from Jazz2.Android/Shaders/LightingNoise.res rename to Content/Shaders.ES30/LightingNoise.res diff --git a/Jazz2.Android/Shaders/Internal/Minimal.frag b/Content/Shaders.ES30/Minimal.frag similarity index 100% rename from Jazz2.Android/Shaders/Internal/Minimal.frag rename to Content/Shaders.ES30/Minimal.frag diff --git a/Jazz2.Android/Shaders/Internal/Minimal.vert b/Content/Shaders.ES30/Minimal.vert similarity index 100% rename from Jazz2.Android/Shaders/Internal/Minimal.vert rename to Content/Shaders.ES30/Minimal.vert diff --git a/Jazz2.Android/Shaders/MinimalC1P3T4.res b/Content/Shaders.ES30/MinimalC1P3T4.res similarity index 100% rename from Jazz2.Android/Shaders/MinimalC1P3T4.res rename to Content/Shaders.ES30/MinimalC1P3T4.res diff --git a/Jazz2.Android/Shaders/PaletteNormal.res b/Content/Shaders.ES30/PaletteNormal.res similarity index 100% rename from Jazz2.Android/Shaders/PaletteNormal.res rename to Content/Shaders.ES30/PaletteNormal.res diff --git a/Jazz2.Android/Shaders/Internal/Picking.frag b/Content/Shaders.ES30/Picking.frag similarity index 100% rename from Jazz2.Android/Shaders/Internal/Picking.frag rename to Content/Shaders.ES30/Picking.frag diff --git a/Jazz2.Android/Shaders/ResizeHQ2x.res b/Content/Shaders.ES30/ResizeHQ2x.res similarity index 100% rename from Jazz2.Android/Shaders/ResizeHQ2x.res rename to Content/Shaders.ES30/ResizeHQ2x.res diff --git a/Jazz2.Android/Shaders/Internal/SharpAlpha.frag b/Content/Shaders.ES30/SharpAlpha.frag similarity index 100% rename from Jazz2.Android/Shaders/Internal/SharpAlpha.frag rename to Content/Shaders.ES30/SharpAlpha.frag diff --git a/Jazz2.Android/Shaders/SmoothAnim.res b/Content/Shaders.ES30/SmoothAnim.res similarity index 100% rename from Jazz2.Android/Shaders/SmoothAnim.res rename to Content/Shaders.ES30/SmoothAnim.res diff --git a/Jazz2.Android/Shaders/SmoothAnimNormal.res b/Content/Shaders.ES30/SmoothAnimNormal.res similarity index 100% rename from Jazz2.Android/Shaders/SmoothAnimNormal.res rename to Content/Shaders.ES30/SmoothAnimNormal.res diff --git a/Jazz2.Android/Shaders/TexturedBackground.res b/Content/Shaders.ES30/TexturedBackground.res similarity index 100% rename from Jazz2.Android/Shaders/TexturedBackground.res rename to Content/Shaders.ES30/TexturedBackground.res diff --git a/Jazz2.Android/Shaders/TexturedBackgroundCircle.res b/Content/Shaders.ES30/TexturedBackgroundCircle.res similarity index 100% rename from Jazz2.Android/Shaders/TexturedBackgroundCircle.res rename to Content/Shaders.ES30/TexturedBackgroundCircle.res diff --git a/Content/Internal/Minimal.frag b/Content/Shaders/Minimal.frag similarity index 100% rename from Content/Internal/Minimal.frag rename to Content/Shaders/Minimal.frag diff --git a/Content/Internal/Minimal.vert b/Content/Shaders/Minimal.vert similarity index 100% rename from Content/Internal/Minimal.vert rename to Content/Shaders/Minimal.vert diff --git a/Content/Internal/Picking.frag b/Content/Shaders/Picking.frag similarity index 100% rename from Content/Internal/Picking.frag rename to Content/Shaders/Picking.frag diff --git a/Content/Internal/SharpAlpha.frag b/Content/Shaders/SharpAlpha.frag similarity index 100% rename from Content/Internal/SharpAlpha.frag rename to Content/Shaders/SharpAlpha.frag diff --git a/Jazz2.Android/CrashHandlerActivity.cs b/Jazz2.Android/CrashHandlerActivity.cs index 0ebaf415..585e7b06 100644 --- a/Jazz2.Android/CrashHandlerActivity.cs +++ b/Jazz2.Android/CrashHandlerActivity.cs @@ -296,9 +296,6 @@ private async void SendReportAsync() string deviceId; try { deviceId = Settings.Secure.GetString(ContentResolver, Settings.Secure.AndroidId); - if (string.IsNullOrWhiteSpace(deviceId) && Build.Serial != null) { - deviceId = Build.Serial; - } if (string.IsNullOrWhiteSpace(deviceId)) { deviceId = ""; } diff --git a/Jazz2.Android/InnerView.cs b/Jazz2.Android/InnerView.cs index cbc91440..6a8b1923 100644 --- a/Jazz2.Android/InnerView.cs +++ b/Jazz2.Android/InnerView.cs @@ -8,6 +8,7 @@ using OpenTK; using OpenTK.Graphics; using OpenTK.Platform.Android; +using ContentResolver = Jazz2.Game.ContentResolver; using INativeWindow = Duality.Backend.INativeWindow; using Vector2 = Duality.Vector2; @@ -35,9 +36,13 @@ protected override void OnLoad(EventArgs e) // ToDo: Create Android-specific AssemblyLoader DualityApp.Init(DualityApp.ExecutionContext.Game, /*new DefaultAssemblyLoader()*/null, null); + ContentResolver.Current.Init(); + DualityApp.WindowSize = new Point2(viewportWidth, viewportHeight); INativeWindow window = DualityApp.OpenWindow(new WindowOptions()); + ContentResolver.Current.InitPostWindow(); + FocusableInTouchMode = true; RequestFocus(); diff --git a/Jazz2.Android/Jazz2.Android.csproj b/Jazz2.Android/Jazz2.Android.csproj index 72ac7a4a..d8ce20ea 100644 --- a/Jazz2.Android/Jazz2.Android.csproj +++ b/Jazz2.Android/Jazz2.Android.csproj @@ -50,7 +50,7 @@ Full true true - false + true true true true diff --git a/Jazz2.Android/MainActivity.cs b/Jazz2.Android/MainActivity.cs index 319f6428..5e0ae9cc 100644 --- a/Jazz2.Android/MainActivity.cs +++ b/Jazz2.Android/MainActivity.cs @@ -127,7 +127,7 @@ private void TryInit() } if (!File.Exists(Path.Combine(rootPath, "Content", "Main.dz"))) { - ShowInfoScreen("Content files not found", "Content should be placed in " + rootPath.Substring(0, storagePathLength) + "" + rootPath.Substring(storagePathLength) + "Content/
It includes Main.dz file and Episodes, Internal, Music, Shaders, Tilesets directories."); + ShowInfoScreen("Content files not found", "Content should be placed in " + rootPath.Substring(0, storagePathLength) + "" + rootPath.Substring(storagePathLength) + "Content/
It includes Main.dz file and Episodes, Music, Tilesets directories."); return; } diff --git a/Jazz2.Android/Properties/AndroidManifest.xml b/Jazz2.Android/Properties/AndroidManifest.xml index a89c449a..9d4e8d05 100644 --- a/Jazz2.Android/Properties/AndroidManifest.xml +++ b/Jazz2.Android/Properties/AndroidManifest.xml @@ -1,5 +1,5 @@  - + diff --git a/Jazz2.Core/Actors/Solid/SpikeBall.cs b/Jazz2.Core/Actors/Solid/SpikeBall.cs index 8f19b261..5ee5cb20 100644 --- a/Jazz2.Core/Actors/Solid/SpikeBall.cs +++ b/Jazz2.Core/Actors/Solid/SpikeBall.cs @@ -36,8 +36,8 @@ public override void OnAttach(ActorInstantiationDetails details) collisionFlags = CollisionFlags.CollideWithOtherActors; canBeFrozen = false; - RequestMetadata("Object/SpikeBall"); - SetAnimation("SpikeBall"); + RequestMetadata("MovingPlatform/SpikeBall"); + SetAnimation("Platform"); pieces = new ChainPiece[length]; for (int i = 0; i < length; i++) { @@ -135,7 +135,7 @@ public ChainPiece(ActorApi api, Vector3 pos, int distance) collisionFlags = CollisionFlags.None; - RequestMetadata("Object/SpikeBall"); + RequestMetadata("MovingPlatform/SpikeBall"); SetAnimation("Chain"); } diff --git a/Jazz2.Core/Game/ContentResolver.cs b/Jazz2.Core/Game/ContentResolver.cs index 7c4e4ef2..e8edf778 100644 --- a/Jazz2.Core/Game/ContentResolver.cs +++ b/Jazz2.Core/Game/ContentResolver.cs @@ -96,6 +96,10 @@ public static ContentResolver Current public ContentRef DefaultNormalMap => defaultNormalMap; private ContentResolver() + { + } + + public void Init() { jsonParser = new JsonParser(); imageCodec = ImageCodec.GetRead(ImageCodec.FormatPng); @@ -104,7 +108,10 @@ private ContentResolver() string dz = PathOp.Combine(DualityApp.DataDirectory, "Main.dz"); PathOp.Mount(dz, new CompressedContent(dz)); #endif + } + public void InitPostWindow() + { defaultNormalMap = new Texture(new Pixmap(new PixelData(2, 2, new ColorRgba(0.5f, 0.5f, 1f))), TextureSizeMode.Default, TextureMagFilter.Nearest, TextureMinFilter.Nearest); defaultNormalMap.Res.DetachPixmap(); @@ -505,8 +512,10 @@ public ContentRef RequestShader(string path) if (!cachedShaders.TryGetValue(path, out shader)) { // Shaders for Android are always uncompressed for now, so the compressed // content package can be used in Android version as well. -#if UNCOMPRESSED_CONTENT || __ANDROID__ +#if UNCOMPRESSED_CONTENT string pathAbsolute = PathOp.Combine(DualityApp.DataDirectory, "Shaders", path + ".res"); +#elif __ANDROID__ + string pathAbsolute = PathOp.Combine(DualityApp.DataDirectory, "Main.dz", "Shaders.ES30", path + ".res"); #else string pathAbsolute = PathOp.Combine(DualityApp.DataDirectory, "Main.dz", "Shaders", path + ".res"); #endif diff --git a/Jazz2.Core/Misc/Updater.cs b/Jazz2.Core/Misc/Updater.cs index 3ed0cd56..03139030 100644 --- a/Jazz2.Core/Misc/Updater.cs +++ b/Jazz2.Core/Misc/Updater.cs @@ -26,32 +26,30 @@ public static void CheckUpdates(CheckUpdatesCallback callback) #if __ANDROID__ try { deviceId = global::Android.Provider.Settings.Secure.GetString(Android.MainActivity.Current.ContentResolver, global::Android.Provider.Settings.Secure.AndroidId); - if (string.IsNullOrWhiteSpace(deviceId) && global::Android.OS.Build.Serial != null) { - deviceId = global::Android.OS.Build.Serial; - } - if (!string.IsNullOrWhiteSpace(deviceId)) { - deviceId = System.Convert.ToBase64String(Encoding.UTF8.GetBytes(deviceId)) - .Replace('+', '-').Replace('/', '_').TrimEnd('='); - } else { + if (deviceId == null) { deviceId = ""; } } catch { deviceId = ""; } + + deviceId += "|Android " + global::Android.OS.Build.VERSION.Release; #else try { deviceId = System.Environment.MachineName; - if (!string.IsNullOrWhiteSpace(deviceId)) { - deviceId = System.Convert.ToBase64String(Encoding.UTF8.GetBytes(deviceId)) - .Replace('+', '-').Replace('/', '_').TrimEnd('='); - } else { + if (deviceId == null) { deviceId = ""; } } catch { deviceId = ""; } + + deviceId += "|" + System.Environment.OSVersion.ToString(); #endif + deviceId = System.Convert.ToBase64String(Encoding.UTF8.GetBytes(deviceId)) + .Replace('+', '-').Replace('/', '_').TrimEnd('='); + try { string currentVersion = App.AssemblyVersion; diff --git a/Jazz2/App.cs b/Jazz2/App.cs index 55489600..ff44ca2b 100644 --- a/Jazz2/App.cs +++ b/Jazz2/App.cs @@ -59,12 +59,16 @@ private static void Main(string[] args) case 1: newScreenMode = ScreenMode.FullWindow; break; } + ContentResolver.Current.Init(); + using (INativeWindow window = DualityApp.OpenWindow(new WindowOptions { Title = AssemblyTitle, RefreshMode = (args.Contains("/nv") ? RefreshMode.NoSync : (args.Contains("/mv") ? RefreshMode.ManualSync : RefreshMode.VSync)), Size = LevelRenderSetup.TargetSize, ScreenMode = newScreenMode })) { + ContentResolver.Current.InitPostWindow(); + current = new App(window); current.ShowMainMenu(); window.Run(); diff --git a/Jazz2/Properties/AssemblyInfo.cs b/Jazz2/Properties/AssemblyInfo.cs index dad2c0fa..b557059b 100644 --- a/Jazz2/Properties/AssemblyInfo.cs +++ b/Jazz2/Properties/AssemblyInfo.cs @@ -32,7 +32,7 @@ // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.5.4.0")] -[assembly: AssemblyFileVersion("0.5.4.0")] +[assembly: AssemblyVersion("0.5.5.0")] +[assembly: AssemblyFileVersion("0.5.5.0")] [assembly: InternalsVisibleTo("Editor")] \ No newline at end of file diff --git a/README.md b/README.md index af4f6c6d..dc7cb177 100644 --- a/README.md +++ b/README.md @@ -74,9 +74,7 @@ Requires [Microsoft Visual Studio 2017](https://www.visualstudio.com/) or newer * Build the solution (or download release from GitHub) * Run `‹Game›/Import.exe "Path to JJ2"` (or drag and drop JJ2 directory on `Import.exe`) * Copy `‹Game›/Content` directory to `‹SDCard›/jazz2.android/Content` -* Copy files from `Jazz2.Android/Shaders` directory to `‹SDCard›/jazz2.android/Content/Shaders` -* Copy files from `Jazz2.Android/Shaders/Internal` directory to `‹SDCard›/jazz2.android/Content/Internal` -* *Create empty file `.nomedia` in `‹SDCard›/jazz2.android` to hide game files in Android Gallery (optimal)* + * *Create empty file `.nomedia` in `‹SDCard›/jazz2.android` to hide game files in Android Gallery (optimal)* * Install APK file on Android * Run the application @@ -115,7 +113,7 @@ Requires [Microsoft Visual Studio 2017](https://www.visualstudio.com/) or newer ### OpenGL ES 2.0 Alternative OpenGL ES 2.0 backend can be built separately. It does not contain all features that are available in default OpenGL 2.1 backend, but it should run faster on low-end configurations. -Don't use it if you have no reason to do so! +Don't use it if you have no reason to do so! To use it, build `Extensions/Es20Backend` project. The library will be copied to `/Jazz2/Bin/Debug/Extensions/Es20Backend.core.dll` automatically. diff --git a/Shared/Duality/DefaultContent.cs b/Shared/Duality/DefaultContent.cs index 1136a776..698345e1 100644 --- a/Shared/Duality/DefaultContent.cs +++ b/Shared/Duality/DefaultContent.cs @@ -54,7 +54,14 @@ public static void Dispose() public static void InitType(string nameExt, Func resourceCreator) where T : Resource { InitType(name => { - using (Stream stream = FileOp.Open(PathOp.Combine(DualityApp.DataDirectory, "Internal", name + nameExt), FileAccessMode.Read)) { +#if UNCOMPRESSED_CONTENT + string path = PathOp.Combine(DualityApp.DataDirectory, "Shaders", name + nameExt); +#elif __ANDROID__ + string path = PathOp.Combine(DualityApp.DataDirectory, "Main.dz", "Shaders.ES30", name + nameExt); +#else + string path = PathOp.Combine(DualityApp.DataDirectory, "Main.dz", "Shaders", name + nameExt); +#endif + using (Stream stream = FileOp.Open(path, FileAccessMode.Read)) { return resourceCreator(stream); } }); diff --git a/Tools/Import/App.cs b/Tools/Import/App.cs index 000f71eb..21dc2c9f 100644 --- a/Tools/Import/App.cs +++ b/Tools/Import/App.cs @@ -1044,6 +1044,10 @@ private static void CreateMinimalCompressedContent(string targetPath) tree.GetContentFromDirectory(Path.Combine(targetPath, "Content", "Shaders")); } + if (Directory.Exists(Path.Combine(targetPath, "Content", "Shaders.ES30"))) { + tree.GetContentFromDirectory(Path.Combine(targetPath, "Content", "Shaders.ES30")); + } + Log.PopIndent(); Log.Write(LogType.Info, "Saving changes..."); @@ -1107,6 +1111,10 @@ private static void MergeToCompressedContent(string targetPath, bool keep) tree.GetContentFromDirectory(Path.Combine(targetPath, "Content", "Shaders")); } + if (Directory.Exists(Path.Combine(targetPath, "Content", "Shaders.ES30"))) { + tree.GetContentFromDirectory(Path.Combine(targetPath, "Content", "Shaders.ES30")); + } + Log.Write(LogType.Info, "Saving changes..."); tree.RemoveEmptyNodes(); @@ -1142,6 +1150,10 @@ private static void MergeToCompressedContent(string targetPath, bool keep) if (Directory.Exists(Path.Combine(targetPath, "Content", "Shaders"))) { Directory.Delete(Path.Combine(targetPath, "Content", "Shaders"), true); } + + if (Directory.Exists(Path.Combine(targetPath, "Content", "Shaders.ES30"))) { + Directory.Delete(Path.Combine(targetPath, "Content", "Shaders.ES30"), true); + } } Log.PopIndent(); diff --git a/Tools/Import/Properties/AssemblyInfo.cs b/Tools/Import/Properties/AssemblyInfo.cs index 004bd4ff..ef2c3995 100644 --- a/Tools/Import/Properties/AssemblyInfo.cs +++ b/Tools/Import/Properties/AssemblyInfo.cs @@ -32,5 +32,5 @@ // Můžete zadat všechny hodnoty nebo nastavit výchozí číslo buildu a revize pomocí *, jak je vidět níže: // pomocí zástupného znaku * takto: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.5.4.0")] -[assembly: AssemblyFileVersion("0.5.4.0")] +[assembly: AssemblyVersion("0.5.5.0")] +[assembly: AssemblyFileVersion("0.5.5.0")]