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https://github.com/godotengine/godot-csharp-visualstudio.git
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* Dependencies updated to support VS22.
* Close throws exception if not running on main thread. Roslyn dependency set.
* Updated Visual Studio version to 2022 in README.md
* Updated dependencies. May break previous VS19 builds. Works on VS22 17.0.4.
* Updated dependencies, working properly with VS22, NOT WORKING WITH VS19, VISIT 1.X BRANCH TO WORK WITH VS19.
* Requirements updated in README.md
* Version updated to 2.0.0
* Reverted commit 35f18ad. Changed back Test project dependencies.
53 lines
3.2 KiB
XML
53 lines
3.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PackageManifest Version="2.0.0" xmlns="http://schemas.microsoft.com/developer/vsx-schema/2011" xmlns:d="http://schemas.microsoft.com/developer/vsx-schema-design/2011">
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<Metadata>
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<Identity Id="GodotAddinVS" Version="2.0.0" Language="en-US" Publisher="Ignacio Roldán Etcheverry" />
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<DisplayName>Godot Support</DisplayName>
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<Description xml:space="preserve">Support for Godot Engine C# projects, including debugging and extended code completion.</Description>
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<License>LICENSE.txt</License>
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<Icon>icon.png</Icon>
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<Tags>Godot</Tags>
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</Metadata>
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<Installation>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Community">
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<ProductArchitecture>x86</ProductArchitecture>
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</InstallationTarget>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Pro">
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<ProductArchitecture>x86</ProductArchitecture>
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</InstallationTarget>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Enterprise">
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<ProductArchitecture>x86</ProductArchitecture>
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</InstallationTarget>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Community">
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<ProductArchitecture>amd64</ProductArchitecture>
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</InstallationTarget>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Pro">
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<ProductArchitecture>amd64</ProductArchitecture>
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</InstallationTarget>
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<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Enterprise">
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<ProductArchitecture>amd64</ProductArchitecture>
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</InstallationTarget>
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</Installation>
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<Assets>
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<Asset Type="Microsoft.VisualStudio.MefComponent" d:Source="Project" d:ProjectName="GodotCompletionProviders" Path="|GodotCompletionProviders|" />
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</Assets>
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<Dependencies>
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<Dependency d:Source="Installed" Id="Microsoft.VisualStudio.MPF.16.0" DisplayName="Visual Studio MPF 16.0" Version="[16.0,)" />
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</Dependencies>
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<Prerequisites>
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<Prerequisite Id="Microsoft.VisualStudio.Component.MonoDebugger" Version="[16.0,)" DisplayName="Mono debugger" />
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<Prerequisite Id="Microsoft.VisualStudio.Component.CoreEditor" Version="[16.0,)" DisplayName="Visual Studio core editor" />
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<Prerequisite Id="Microsoft.VisualStudio.Component.Roslyn.LanguageServices" Version="[16.0,)" DisplayName="Roslyn Language Services" />
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<!--
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Found no better way to make Visual Studio install Clide when installing this extension.
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Adding Clide to Dependencies doesn't work. VisualStudio fails to resolve it during installation.
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We can include 'Clide.Core.Windows.dll' as a Mef component in this extension, but that causes
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issues if Xamarin is installed too (two 'Clide.Core.Windows.dll' so components are exported twice).
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As such, this extension sadly requires Xamarin to be installed as well for now. It's a quite
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bulky dependency, so we should continue looking for possible alternatives to this.
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-->
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<Prerequisite Id="Component.Xamarin" Version="[16.0,)" DisplayName="Xamarin" />
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</Prerequisites>
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</PackageManifest>
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