Aetheria/Directory.Build.props

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<Project>
<PropertyGroup>
<CultLibRoot Condition="'$(CultLibRoot)' == '' and '$(CULTLIB_ROOT)' != ''">$(CULTLIB_ROOT)</CultLibRoot>
<CultLibRoot Condition="'$(CultLibRoot)' == ''">$(MSBuildThisFileDirectory)..\CultLib</CultLibRoot>
<!-- CultCache: caching-unity-v1.4.0 / cultlib-unity-v1.0.60 in Packages/manifest.json. -->
Switch engine asset references from Resources paths to Addressables GUIDs Cut 2 of docs/addressables-cut.md. The asset move (git mv Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a concurrent session sharing this working tree; this commit is the rest of Cut 2 landing on top of that shared state, atomically: - Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both 45c2f40) in Packages/manifest.json, packages-lock.json and Directory.Build.props, together with the 8 ServerShared [CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] - the .NET and Unity sides move together or nothing compiles. - Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an Addressables key (bare GUID or guid[subAsset]) synchronously, loading the GameObject and taking the component for the four sites that load a component. ActionBarSlot, EntityInstance, ShipInstance and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the inline "Assets/Resources/" prefix strips are gone with them. CultCacheDrawers' schematic preview goes through AssetDatabase.GUIDToAssetPath first. - Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored [CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file, is addressable, and satisfies its member's consumer-type contract (Texture2D for icons/logos/schematics, a GameObject with the right component for prefabs) - table-driven, so an attributed member with no row fails loudly instead of being skipped. - GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the pinned CultLib revision, a throwaway console app, never landed) walked all 138 attributed field slots across 180 documents, rewriting the 30 non-empty Resources paths to their .meta GUIDs - 108 stayed empty, 0 unresolved, matching the map's census exactly. Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean; EngineAssetCheck.Run passes all 30 stored references; the map's negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong type, non-addressable, random guid, an old path, and an untabled attributed member) are all caught and named, the control case and the post-revert recompile stay clean, and the catalog/source are restored byte-identical afterward. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 05:04:50 +02:00
<CultLibRevision>45c2f4006f5f7dab357426cabd3197e8d0a17f66</CultLibRevision>
<CultMathRoot Condition="'$(CultMathRoot)' == '' and '$(CULTMATH_ROOT)' != ''">$(CULTMATH_ROOT)</CultMathRoot>
<CultMathRoot Condition="'$(CultMathRoot)' == ''">$(CultLibRoot)</CultMathRoot>
<!-- CultMath: cultmath-unity-v0.4.1 in Packages/manifest.json. -->
<CultMathRevision>9c1b06cd703bfa44352050e819b0d0659cf5978a</CultMathRevision>
<GitExecutable Condition="'$(GitExecutable)' == '' and Exists('C:\Program Files\Git\cmd\git.exe')">C:\Program Files\Git\cmd\git.exe</GitExecutable>
<GitExecutable Condition="'$(GitExecutable)' == ''">git</GitExecutable>
</PropertyGroup>
</Project>