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The editor's main load path already derived project type from OutputType; StrideProjectType=Executable was only read in two spots (the VS package and a dead project-reference path) and set redundantly in every executable head. - VSProjectHelper.GetProjectTypeFromProject now classifies from OutputType (winexe/exe/appcontainerexe/AndroidApplication -> Executable, else Library), and PackageSession.Dependencies uses it (single source of truth). - StridePackage.IsProjectExecutable checks OutputType. - Remove <StrideProjectType>Executable</StrideProjectType> from samples/templates. Unset OutputType falls to Library, matching the .NET SDK default. The Cpp/CSharp auto-detection in Stride.Platform.props is unaffected.
19 lines
799 B
XML
19 lines
799 B
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0-windows</TargetFramework>
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<ApplicationIcon>Resources\GameIcon.ico</ApplicationIcon>
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<OutputType>WinExe</OutputType>
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<RootNamespace>ParticlesSample</RootNamespace>
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<OutputPath>..\Bin\Windows\$(Configuration)\</OutputPath>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<DefineConstants>STRIDE_PLATFORM_DESKTOP</DefineConstants>
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</PropertyGroup>
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<PropertyGroup>
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<StrideCurrentPackagePath>$(MSBuildThisFileDirectory)..\ParticlesSample.sdpkg</StrideCurrentPackagePath>
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<StridePlatform>Windows</StridePlatform>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\ParticlesSample.Game\ParticlesSample.Game.csproj" />
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</ItemGroup>
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</Project>
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