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Delete stb sharp#4

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viniciusjarina merged 5 commits intocodefoco-buildfrom
delete-stb-sharp
Mar 23, 2020
Merged

Delete stb sharp#4
viniciusjarina merged 5 commits intocodefoco-buildfrom
delete-stb-sharp

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@viniciusjarina viniciusjarina merged commit e1314b2 into codefoco-build Mar 23, 2020
@viniciusjarina viniciusjarina deleted the delete-stb-sharp branch March 23, 2020 05:40
viniciusjarina added a commit that referenced this pull request Mar 24, 2020
* WIP Removing StbSharp

* Add `SaveAsImage` using System.Drawing

* Add `PlatformFromStream`, `PlatformSaveAsJpeg` and `PlatformSaveAsPng` for Android

* Added `PlatformFromStream`, `PlatformSaveAsJpeg` and `PlatformSaveAsPng` to iOS/tvOS (using UIKit)

* Fixed NETStandard build
viniciusjarina added a commit that referenced this pull request 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.
viniciusjarina added a commit that referenced this pull request 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.
viniciusjarina added a commit that referenced this pull request 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.
viniciusjarina added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request 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 added a commit that referenced this pull request Jul 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
viniciusjarina added a commit that referenced this pull request Jul 30, 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 `VertexSmoothEdge` to Basic
viniciusjarina added a commit that referenced this pull request Jul 31, 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
viniciusjarina added a commit that referenced this pull request Aug 1, 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
viniciusjarina added a commit that referenced this pull request Aug 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
* 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
viniciusjarina added a commit that referenced this pull request 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 this pull request 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 this pull request 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 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 added a commit that referenced this pull request 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 that referenced this pull request 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 added a commit that referenced this pull request 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 that referenced this pull request 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 this pull request 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 this pull request 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 this pull request 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 this pull request 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 this pull request 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 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 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 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 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 this pull request 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 this pull request 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 added a commit that referenced this pull request 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 that referenced this pull request 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 added a commit that referenced 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 added a commit that referenced 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
* Skipped MathF change
viniciusjarina added a commit that referenced 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
* Skipped MathF change
viniciusjarina added a commit that referenced 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
* Skipped MathF change
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
viniciusjarina added a commit that referenced 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
* Skipped MathF change
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
viniciusjarina added a commit that referenced this pull request Sep 18, 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
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
viniciusjarina added a commit that referenced this pull request Sep 18, 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
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
* Bump ADO to `macos-11`
viniciusjarina added a commit that referenced this pull request Oct 6, 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
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
* Bump ADO to `macos-11`
viniciusjarina added a commit that referenced this pull request Oct 7, 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
* Skipped Color transformation (since we have no StbSharp)
* Added `PrepareDrawString`
* Bump ADO to `macos-11`
* Bump Dependencies with SDL 2.0.16
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