Aetheria/tests/Aetheria.Shared.Tests/Aetheria.Shared.Tests.csproj
Meta Vens b997b80f81 AetheriaBuild.Build: one player entry point; AetheriaStores.Open refuses a missing catalog
AetheriaBuild (Assets/Editor) sets the version, builds Addressables, builds the
Win64 player, stages GameData through PlayerStaging, publishes AetherDb to
ModTools and removes the Burst debug folder; any failure exits 1 naming the step.
PlayerStaging is Unity-free and linked into Aetheria.Shared.Tests. A read-only
AetheriaStores.Open of a nonexistent catalog throws.

Builds on the headless side; the Unity .meta files and the batchmode run follow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 06:55:32 +02:00

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<Project Sdk="Microsoft.NET.Sdk">
<!-- Pins AetheriaStores' routing and the document model against CultLib's CultCache, headless. -->
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<IsPackable>false</IsPackable>
<Nullable>disable</Nullable>
<ImplicitUsings>disable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\Aetheria.Shared\Aetheria.Shared.csproj" />
<!-- AuthoredSettings (Unity Settings.asset YAML reader), so fixtures load the shipped gameplay settings
instead of hand-copying them. -->
<ProjectReference Include="..\..\tools\AetherDb\AetherDb.csproj" />
<!-- The player build's staging rules: Unity-free, owned by Assets/Editor, compiled here so the suite can prove them. -->
<Compile Include="..\..\Assets\Editor\PlayerStaging.cs" Link="PlayerStaging.cs" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.4.0" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.5" />
</ItemGroup>
</Project>