Files
godot-csharp-visualstudio/GodotAddinVS/source.extension.vsixmanifest
HLCaptain 2eb0a05145 Updated dependencies and added VS22 compatibility (#22)
* 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.
2022-01-25 20:07:03 +01:00

53 lines
3.2 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<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">
<Metadata>
<Identity Id="GodotAddinVS" Version="2.0.0" Language="en-US" Publisher="Ignacio Roldán Etcheverry" />
<DisplayName>Godot Support</DisplayName>
<Description xml:space="preserve">Support for Godot Engine C# projects, including debugging and extended code completion.</Description>
<License>LICENSE.txt</License>
<Icon>icon.png</Icon>
<Tags>Godot</Tags>
</Metadata>
<Installation>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Community">
<ProductArchitecture>x86</ProductArchitecture>
</InstallationTarget>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Pro">
<ProductArchitecture>x86</ProductArchitecture>
</InstallationTarget>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Enterprise">
<ProductArchitecture>x86</ProductArchitecture>
</InstallationTarget>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Community">
<ProductArchitecture>amd64</ProductArchitecture>
</InstallationTarget>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Pro">
<ProductArchitecture>amd64</ProductArchitecture>
</InstallationTarget>
<InstallationTarget Version="[16.0,18.0)" Id="Microsoft.VisualStudio.Enterprise">
<ProductArchitecture>amd64</ProductArchitecture>
</InstallationTarget>
</Installation>
<Assets>
<Asset Type="Microsoft.VisualStudio.MefComponent" d:Source="Project" d:ProjectName="GodotCompletionProviders" Path="|GodotCompletionProviders|" />
</Assets>
<Dependencies>
<Dependency d:Source="Installed" Id="Microsoft.VisualStudio.MPF.16.0" DisplayName="Visual Studio MPF 16.0" Version="[16.0,)" />
</Dependencies>
<Prerequisites>
<Prerequisite Id="Microsoft.VisualStudio.Component.MonoDebugger" Version="[16.0,)" DisplayName="Mono debugger" />
<Prerequisite Id="Microsoft.VisualStudio.Component.CoreEditor" Version="[16.0,)" DisplayName="Visual Studio core editor" />
<Prerequisite Id="Microsoft.VisualStudio.Component.Roslyn.LanguageServices" Version="[16.0,)" DisplayName="Roslyn Language Services" />
<!--
Found no better way to make Visual Studio install Clide when installing this extension.
Adding Clide to Dependencies doesn't work. VisualStudio fails to resolve it during installation.
We can include 'Clide.Core.Windows.dll' as a Mef component in this extension, but that causes
issues if Xamarin is installed too (two 'Clide.Core.Windows.dll' so components are exported twice).
As such, this extension sadly requires Xamarin to be installed as well for now. It's a quite
bulky dependency, so we should continue looking for possible alternatives to this.
-->
<Prerequisite Id="Component.Xamarin" Version="[16.0,)" DisplayName="Xamarin" />
</Prerequisites>
</PackageManifest>