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