acdream had no application icon on either executable. Two marks now ship, built from the game's own material rather than drawn freehand: * Client - the retail mosswart head. Not an illustration of one: the actual creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11, ClothingBase 0x10000344) read out of client_portal.dat through acdream's own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette values are sampled from that texture, including the mustard belly the Mosswart lore calls a "foul yellow". * Launcher - a forged ring enclosing a barbed crescent, rebuilt from measurements of the retail wordmark and the acclient.exe icon resource. An original construction in the same visual language, not a copy of the trademarked logo. Its warm field matches the retail client icon. Three techniques carry the render quality, all in tools/IconForge: * PN-triangle tessellation (smooth.py). The retail head is 104 triangles and renders faceted. Each triangle becomes a cubic Bezier patch built from its own corner positions and normals, so the silhouette genuinely rounds rather than merely shading smoothly - and it needs no mesh connectivity, which matters because UV seams would otherwise pull apart. Normals are welded across coincident positions first, but only within a crease angle, so ear fins and tusk edges stay sharp. * Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because chrome is almost entirely reflection and there is nothing here to reflect. Sampling a lit-sphere image by the camera-space normal is the standard stand-in for an environment map. * Distance-transform bevelling (chisel.py). Flat shapes become chiselled metal by treating distance-to-edge as height. The height field is blurred before differentiating; without that the medial axis of each stroke shows through as a hatched ridge. Two facts worth recording, both discovered the hard way. Creature Setups define no upright pose in PlacementFrames, so the exporter must be handed the weenie's MotionTable id or all 17 parts stack on the origin. And a mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on frontal turns them edge-on and the face stops reading as a mosswart at all; the hero angle is az 266 / el 32. Wiring: <ApplicationIcon> gives each executable its PE icon. The client's runtime window icon is embedded rather than copied beside the binary - a window icon has no sensible fallback if the file goes missing, and embedding survives single-file publish. WindowIconLoaderTests guards the resource names, which are coupled to LogicalName in the csproj by string alone and would otherwise fail only as a silently icon-less window. Both halves of the pipeline are deterministic and reproduce the committed PNGs byte-for-byte, so an accidental edit shows up as a diff. Solution builds clean; 14,378 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
149 lines
8.6 KiB
XML
149 lines
8.6 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<RootNamespace>AcDream.App</RootNamespace>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<!-- Windows shell/Explorer icon for the client executable. The runtime
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window icon is a separate mechanism (WindowIconLoader) because the exe
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icon is baked into the PE and never reaches GLFW. -->
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<ApplicationIcon>..\..\assets\icons\acdream-client.ico</ApplicationIcon>
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</PropertyGroup>
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<ItemGroup>
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<InternalsVisibleTo Include="AcDream.Core.Tests" />
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<InternalsVisibleTo Include="AcDream.App.Tests" />
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</ItemGroup>
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<ItemGroup>
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<!-- T3 originally cited: "extracted GL infra (ManagedGLUniformBuffer,
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OpenGLGraphicsDevice) directly implement IUniformBuffer from
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Chorizite.Core". Campaign V slice V11 deleted both classes along with
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the rest of the raw-GL arm, and neither IUniformBuffer nor any other
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Chorizite.Core.Render type is implemented by acdream code any more —
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but the package audit is NOT clean: TextureAtlasManager.cs,
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WorldTextureArray.cs, ObjectMeshManager.cs, TextureFormatExtensions.cs
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and others consume Chorizite.Core.Render.Enums.TextureFormat/BufferUsage
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and Chorizite.Core.Lib.BoundingBox directly and extensively, entirely
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independent of the deleted GL classes. The package stays; NuGet
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PackageReferences are not forwarded from ProjectReferences so we must
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declare it explicitly here. -->
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<PackageReference Include="Chorizite.Core" />
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<!-- Phase O-T7: BCnEncoder.Net.ImageSharp + SixLabors.ImageSharp were previously
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transitive via the WorldBuilder project reference. Now direct deps of
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ObjectMeshManager.cs (extracted in T2). -->
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<PackageReference Include="BCnEncoder.Net.ImageSharp" />
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<PackageReference Include="SixLabors.ImageSharp" />
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<!-- Slice F: contained render-projection storage. Arch types are confined to
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Rendering/Scene/Arch and never cross an acdream-owned interface. -->
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<PackageReference Include="Arch" />
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<!-- Campaign V slice V5: dark Vulkan bring-up. Pinned to the same 2.23.0 as
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the rest of the Silk family so the shared Silk.NET.Core does not fork. -->
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<PackageReference Include="Silk.NET.Vulkan" />
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<PackageReference Include="Silk.NET.Vulkan.Extensions.KHR" />
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<!-- Campaign V slice V6: VK_EXT_debug_utils object naming and command labels.
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Optional at runtime (VulkanDebugNames.Disabled when absent), but the
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entry points have to be loadable for the dev-tools path to name anything. -->
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<PackageReference Include="Silk.NET.Vulkan.Extensions.EXT" />
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<PackageReference Include="Silk.NET.Windowing" />
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<PackageReference Include="Silk.NET.Input" />
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<PackageReference Include="Silk.NET.OpenAL" />
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<PackageReference Include="Silk.NET.OpenAL.Extensions.Creative" />
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<PackageReference Include="Silk.NET.OpenAL.Extensions.EXT" />
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<PackageReference Include="Silk.NET.OpenAL.Soft.Native" />
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<PackageReference Include="Serilog" />
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<PackageReference Include="Serilog.Sinks.Console" />
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<PackageReference Include="StbTrueTypeSharp" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AcDream.Runtime\AcDream.Runtime.csproj" />
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<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
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<ProjectReference Include="..\AcDream.Core.Net\AcDream.Core.Net.csproj" />
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<ProjectReference Include="..\AcDream.Content\AcDream.Content.csproj" />
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<!-- Campaign LA LA0 review finding 6: App consumes AcDream.Platform
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types directly (GraphicalHostPlatformServices, Program, GameWindow),
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so the reference is declared explicitly per this file's convention
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rather than ridden transitively through Runtime. -->
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<ProjectReference Include="..\AcDream.Platform\AcDream.Platform.csproj" />
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<ProjectReference Include="..\AcDream.UI.Abstractions\AcDream.UI.Abstractions.csproj" />
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</ItemGroup>
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<ItemGroup>
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<None Update="Rendering\Shaders\*.*">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<!-- Campaign V slice V6c: the committed SPIR-V the Vulkan backend loads at
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startup, plus the manifest the freshness test re-hashes. Regenerated by
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tools/compile-shaders.ps1; never compiled at runtime (plan §4.6). -->
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<None Update="Rendering\Shaders\spv\*.*">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<!-- Phase D.2b: KSML-style panel markup assets (vitals.xml etc.) ship
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next to the binary so MarkupDocument.Build can load them at runtime. -->
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<None Include="UI\assets\**\*.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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<ItemGroup>
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<!-- Runtime window icon (WindowIconLoader). Embedded rather than copied:
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a window icon has no sensible fallback if the file goes missing, and
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embedding survives single-file publish. Included from assets/icons
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with an explicit LogicalName so the art has ONE source of truth and is
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not duplicated into this project's tree. -->
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<EmbeddedResource Include="..\..\assets\icons\acdream-client-16.png"
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LogicalName="AcDream.App.Rendering.Icons.acdream-client-16.png" />
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<EmbeddedResource Include="..\..\assets\icons\acdream-client-32.png"
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LogicalName="AcDream.App.Rendering.Icons.acdream-client-32.png" />
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<EmbeddedResource Include="..\..\assets\icons\acdream-client-48.png"
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LogicalName="AcDream.App.Rendering.Icons.acdream-client-48.png" />
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<EmbeddedResource Include="..\..\assets\icons\acdream-client-256.png"
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LogicalName="AcDream.App.Rendering.Icons.acdream-client-256.png" />
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</ItemGroup>
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<ItemGroup>
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<!-- Build the smoke plugin first and copy it into plugins/AcDream.Plugins.Smoke/ -->
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<ProjectReference Include="..\AcDream.Plugins.Smoke\AcDream.Plugins.Smoke.csproj">
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<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
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<SkipGetTargetFrameworkProperties>true</SkipGetTargetFrameworkProperties>
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</ProjectReference>
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</ItemGroup>
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<Target
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Name="CopySmokePluginToBuildOutput"
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AfterTargets="Build"
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Condition="'$(IsCrossTargetingBuild)' != 'true'">
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<PropertyGroup>
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<_SmokePluginSourceDir>$(MSBuildProjectDirectory)/../AcDream.Plugins.Smoke/bin/$(Configuration)/$(TargetFramework)</_SmokePluginSourceDir>
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<_SmokePluginSourceDir Condition="'$(RuntimeIdentifier)' != ''">$(_SmokePluginSourceDir)/$(RuntimeIdentifier)</_SmokePluginSourceDir>
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<_SmokePluginDestDir>$(OutputPath)plugins/AcDream.Plugins.Smoke</_SmokePluginDestDir>
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</PropertyGroup>
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<MakeDir Directories="$(_SmokePluginDestDir)" />
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<Copy
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SourceFiles="$(_SmokePluginSourceDir)/AcDream.Plugins.Smoke.dll"
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DestinationFolder="$(_SmokePluginDestDir)"
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SkipUnchangedFiles="true" />
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<WriteLinesToFile
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File="$(_SmokePluginDestDir)/plugin.json"
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Overwrite="true"
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Lines="{ "id": "acdream.smoke", "displayName": "Smoke Plugin", "version": "0.1.0", "entryDll": "AcDream.Plugins.Smoke.dll", "apiVersion": 1 }" />
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</Target>
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<Target
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Name="CopySmokePluginToPublishOutput"
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AfterTargets="Publish"
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Condition="'$(IsCrossTargetingBuild)' != 'true'">
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<PropertyGroup>
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<_SmokePluginPublishSourceDir>$(MSBuildProjectDirectory)/../AcDream.Plugins.Smoke/bin/$(Configuration)/$(TargetFramework)</_SmokePluginPublishSourceDir>
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<_SmokePluginPublishSourceDir Condition="'$(RuntimeIdentifier)' != ''">$(_SmokePluginPublishSourceDir)/$(RuntimeIdentifier)</_SmokePluginPublishSourceDir>
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<_SmokePluginPublishDestDir>$(PublishDir)plugins/AcDream.Plugins.Smoke</_SmokePluginPublishDestDir>
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</PropertyGroup>
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<MakeDir Directories="$(_SmokePluginPublishDestDir)" />
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<Copy
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SourceFiles="$(_SmokePluginPublishSourceDir)/AcDream.Plugins.Smoke.dll"
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DestinationFolder="$(_SmokePluginPublishDestDir)"
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SkipUnchangedFiles="true" />
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<WriteLinesToFile
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File="$(_SmokePluginPublishDestDir)/plugin.json"
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Overwrite="true"
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Lines="{ "id": "acdream.smoke", "displayName": "Smoke Plugin", "version": "0.1.0", "entryDll": "AcDream.Plugins.Smoke.dll", "apiVersion": 1 }" />
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</Target>
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</Project>
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