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