Files
mcpe/windows_vs/minecraftcpp.vcxproj.user
iProgramInCpp a6845ca582 Prepare the assets folder for custom asset inclusion.
* Add individual ignore rules for each asset that was in the original MCPE (there aren't many)
* Make the working directory of the game (when run from VS) `game/`.
* Don't gitignore the *.user part of the VCXProj as that contains our working dir setting for some reason.
2023-08-09 18:42:46 +03:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugAsan|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugAsan|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>