Added WindowsDX to CI build.#1
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viniciusjarina merged 3 commits intocodefoco-buildfrom Feb 17, 2020
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Apr 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet.
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Apr 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet.
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May 9, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries.
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May 10, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries.
viniciusjarina
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May 16, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB
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May 16, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB
viniciusjarina
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May 16, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB
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May 16, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB
viniciusjarina
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May 22, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow`
viniciusjarina
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May 23, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro
viniciusjarina
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May 23, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures.
viniciusjarina
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May 23, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures.
viniciusjarina
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May 24, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP)
viniciusjarina
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Jun 8, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin`
viniciusjarina
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Jun 9, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise
viniciusjarina
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Jun 28, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS
viniciusjarina
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Jun 28, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15
viniciusjarina
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Nov 8, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail)
viniciusjarina
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Nov 13, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect
viniciusjarina
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Nov 14, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support
viniciusjarina
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Nov 15, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements
viniciusjarina
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Nov 21, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements
viniciusjarina
added a commit
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Nov 24, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`)
viniciusjarina
added a commit
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Nov 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows)
viniciusjarina
added a commit
that referenced
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Nov 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows)
viniciusjarina
added a commit
that referenced
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Nov 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows)
viniciusjarina
added a commit
that referenced
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Nov 27, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows)
viniciusjarina
added a commit
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this pull request
Nov 28, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows)
viniciusjarina
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Dec 10, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac)
viniciusjarina
added a commit
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Dec 14, 2020
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx
viniciusjarina
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Feb 8, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation
viniciusjarina
added a commit
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Feb 8, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows
viniciusjarina
added a commit
that referenced
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Feb 15, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Feb 15, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Feb 15, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Feb 15, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Feb 15, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
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Apr 3, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
this pull request
Apr 3, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Apr 3, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
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Apr 3, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
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Apr 4, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46`
viniciusjarina
added a commit
that referenced
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Apr 4, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46` * Added MouseState.ClickCount
viniciusjarina
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May 22, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46` * Fixed .NET 5 nuget target
viniciusjarina
added a commit
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May 22, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46` * Added MouseState.ClickCount * Fixed .NET 5 nuget target
viniciusjarina
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this pull request
Jul 4, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46` * Added MouseState.ClickCount * Fixed .NET 5 nuget target * Revert MathF change
viniciusjarina
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Jul 4, 2021
* [UWP] Use UAPGameWindows game instance * Removed Deflate files (#5) * Delete stb sharp (#4) * [UWP] Fixed UWP game initialization * Fixed pdb path on NuGet * [NuGet] Added pdb to Nuget since VS4M doesn't support symbol server. * [UWP] Use Game as parameter instead of dynamically created. * Fixed Publish.ps1 to do not push the symbol package (is pushed implicitly) * Fixed Nuget pack target path. * Fixed UWP build * Fixed nuget packaging after rebase upstream MonoGame * Fix csproj name iOSCore -> iOS * Add sourcelink nuget reference * Added Symbol Package * Update submodule URL * Fixed UWP NuGet and Fixed CI version update * Update WindowsDX.nuspec during the build * Added `WindowsDX` to CI build. (#1) * Fixed NuGet spec file typo * Unify YAML * Fixed targets path. * Fixed build on net45 * Use .NET 4.5 * Fixing nuget nuspec for Android build * Fixed build errors MockWindow, MarshalStringToPtr * Update to .NET Core 3.1 * [devops] Fixed `tvOS` target on nuspec * [devops] Fixed `TriggerBuild` step * [devops] Added `azure-devops-win.yml` * [devops] Fixed Artifact path. * [devops] Checkou submodules. * [devops] Added `azure-devops-macos.yml` * [iOS|tvOS] Fixed crash on `PlatformClear` * [build] Added `tvOS` support back. * [build] Added `Codefoco.MonoGame.Framework.nuspec` to create multi-target NuGet. * Use `CopyToOutputDirectory` to copy OpenAL/libSDL libraries. * Add `Xamarin.Mac` profile to NuGet. * Bumped SDL_GameControllerDB * Add `AllowHighDPI` in `SDLGameWindow` * Removed NETSTANDARD macro * Add AppKit/CoreGraphics implementation to Load/Save textures. * Revert commit bc7eac3 (was causing NRE on UWP) * Add `SpriteBatch.ApplyTransformation` to avoid to do matrix multiplication everytime on `SpriteBatch.Begin` * Add `World` and `Projection` to `SpriteBatch`, fixed `SpriteBatch` to render clockwise * Fixed PNG alpha on SaveAsPng on UWP * Fixed missing LeftShoulder/RightShoulder on iOS * Bump CI to Mac 10.15 * Update MojoShader to July/2020 version * Updated embedded shaders to use OpenGL/OpenGLES GLSL * Added `SmoothEdgeOption` to BasicEffect * Added `DrawString` with transform * Added `Draw` with multiple colors * Re-removed compress classes * Bump SDL_GameControllerDB * Fixed minor issues after run PVS * Remove check on reseting GraphicsDevice on BlendState (is unusual, but was causing integration tests to fail) * Fix `DrawString` regression + Added Draw with sourceRect * Bump SDL with AppleSilicon support * Minor performance improvements * Added `GameWindow.GetDeviceDPI` and fixed Viewport size using (`Sdl.GL.GetDrawableSize`) * Fixed DPI aware on GL and DX (Windows) * Fixed Window.ScreenScale (Android, iOS, Mac) * Removed BinaryReaderEx * Revert System.Numerics dependency (it can be done using extension methods without adding a dependency to MG) * Fixed issue with resizable window on macOS * Fixed `PlatformFromStream` to multiply alpha on System.Drawing implementation * Fixed resize viewport update on windows * Removed + `net5.0`, moved `net45` -> `net46` * Added MouseState.ClickCount * Fixed .NET 5 nuget target * Skipped MathF change
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