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4 changed files with 356 additions and 330 deletions

View File

@@ -117,8 +117,20 @@ internal class CardRenderer(ICoreClientAPI api, Config config) : IDisposable
if (heldBag == null) if (heldBag == null)
continue; continue;
ItemStack[]? bagContents;
try
{
bagContents = heldBag.GetContents(bagStack, api.World);
}
catch
{
continue;
}
if (bagContents == null)
continue;
contents = []; contents = [];
ItemStack[] bagContents = heldBag.GetContents(bagStack, api.World);
foreach (ItemStack contentStack in bagContents) foreach (ItemStack contentStack in bagContents)
{ {
if (contentStack == null || contentStack.StackSize <= 0) if (contentStack == null || contentStack.StackSize <= 0)

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@@ -1,329 +1,329 @@
using ChestPreview.Configs; using ChestPreview.Configs;
using ChestPreview.Models; using ChestPreview.Models;
using ChestPreview.Utils; using ChestPreview.Utils;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Numerics; using System.Numerics;
using Vintagestory.API.Client; using Vintagestory.API.Client;
using Vintagestory.API.Common; using Vintagestory.API.Common;
using Vintagestory.API.MathTools; using Vintagestory.API.MathTools;
using Vintagestory.GameContent; using Vintagestory.GameContent;
namespace ChestPreview.Rendering; namespace ChestPreview.Rendering;
internal class WorldBillboardPresenter(ICoreClientAPI api) internal class WorldBillboardPresenter(ICoreClientAPI api)
{ {
private const int multiblock_scan_radius = 2; private const int multiblock_scan_radius = 2;
private static readonly float front_face_offset = 0.01f; private static readonly float front_face_offset = 0.05f;
private readonly ICoreClientAPI api = api; private readonly ICoreClientAPI api = api;
private readonly List<BillboardTarget> frameBillboards = []; private readonly List<BillboardTarget> frameBillboards = [];
public IReadOnlyList<BillboardTarget> FrameBillboards => frameBillboards; public IReadOnlyList<BillboardTarget> FrameBillboards => frameBillboards;
public void PrepareFrame(List<PreviewTarget> previewTargets) public void PrepareFrame(List<PreviewTarget> previewTargets)
{ {
frameBillboards.Clear(); frameBillboards.Clear();
foreach (PreviewTarget previewTarget in previewTargets) foreach (PreviewTarget previewTarget in previewTargets)
{ {
if (!CanPresentAsBillboard(previewTarget)) if (!CanPresentAsBillboard(previewTarget))
continue; continue;
if (!TryCreateBillboardTarget(previewTarget, out BillboardTarget billboardTarget)) if (!TryCreateBillboardTarget(previewTarget, out BillboardTarget billboardTarget))
continue; continue;
frameBillboards.Add(billboardTarget); frameBillboards.Add(billboardTarget);
} }
} }
public void Clear() public void Clear()
{ {
frameBillboards.Clear(); frameBillboards.Clear();
} }
private static bool CanPresentAsBillboard(PreviewTarget previewTarget) private static bool CanPresentAsBillboard(PreviewTarget previewTarget)
{ {
return previewTarget.Mode is PreviewModes.ON_HOVERED_CONTAINER or PreviewModes.ON_NEARBY_CONTAINERS; return previewTarget.Mode is PreviewModes.ON_HOVERED_CONTAINER or PreviewModes.ON_NEARBY_CONTAINERS;
} }
private bool TryCreateBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget) private bool TryCreateBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
{ {
return TryCreateFrontBillboardTarget(previewTarget, out billboardTarget); return TryCreateFrontBillboardTarget(previewTarget, out billboardTarget);
} }
private bool TryCreateFrontBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget) private bool TryCreateFrontBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
{ {
billboardTarget = default; billboardTarget = default;
Block block = previewTarget.Block; Block block = previewTarget.Block;
BlockPos blockPos = previewTarget.BlockEntity.Pos; BlockPos blockPos = previewTarget.BlockEntity.Pos;
GetContainerBounds(block, blockPos, out Vector3 min, out Vector3 max); GetContainerBounds(block, blockPos, out Vector3 min, out Vector3 max);
if (!TryResolveFacingNormal(previewTarget.Block, previewTarget.BlockEntity, out Vec3f forward, out Vec3f right, out Vec3f up)) if (!TryResolveFacingNormal(previewTarget.Block, previewTarget.BlockEntity, out Vec3f forward, out Vec3f right, out Vec3f up))
return false; return false;
Vector3 centerLocal = (min + max) * 0.5f; Vector3 centerLocal = (min + max) * 0.5f;
Vector3 halfExtents = (max - min) * 0.5f; Vector3 halfExtents = (max - min) * 0.5f;
Vector3 rightVector = right.ToVector3(); Vector3 rightVector = right.ToVector3();
Vector3 upVector = up.ToVector3(); Vector3 upVector = up.ToVector3();
Vector3 forwardVector = forward.ToVector3(); Vector3 forwardVector = forward.ToVector3();
float halfWidth = Vector3.Dot(Vector3.Abs(rightVector), halfExtents); float halfWidth = Vector3.Dot(Vector3.Abs(rightVector), halfExtents);
float halfHeight = Vector3.Dot(Vector3.Abs(upVector), halfExtents); float halfHeight = Vector3.Dot(Vector3.Abs(upVector), halfExtents);
float halfDepth = ResolveStableHalfDepth(forwardVector, halfExtents); float halfDepth = ResolveStableHalfDepth(forwardVector, halfExtents);
float width = halfWidth * 2f; float width = halfWidth * 2f;
float height = halfHeight * 2f; float height = halfHeight * 2f;
Vector3 center = blockPos.ToVector3() + centerLocal + forwardVector * (halfDepth + front_face_offset); Vector3 center = blockPos.ToVector3() + centerLocal + forwardVector * (halfDepth + front_face_offset);
width = Math.Max(0.05f, width); width = Math.Max(0.05f, width);
height = Math.Max(0.05f, height); height = Math.Max(0.05f, height);
billboardTarget = new BillboardTarget(previewTarget, center.ToVec3d(), right, up, forward, width, height, true); billboardTarget = new BillboardTarget(previewTarget, center.ToVec3d(), right, up, forward, width, height, true);
return true; return true;
} }
private static float ResolveStableHalfDepth(Vector3 forward, Vector3 halfExtents) private static float ResolveStableHalfDepth(Vector3 forward, Vector3 halfExtents)
{ {
if (MathF.Abs(forward.Y) < 0.5f) if (MathF.Abs(forward.Y) < 0.5f)
return MathF.Abs(forward.X) >= MathF.Abs(forward.Z) ? halfExtents.X : halfExtents.Z; return MathF.Abs(forward.X) >= MathF.Abs(forward.Z) ? halfExtents.X : halfExtents.Z;
return MathF.Abs(forward.Y) >= MathF.Abs(forward.Z) ? halfExtents.Y : halfExtents.Z; return MathF.Abs(forward.Y) >= MathF.Abs(forward.Z) ? halfExtents.Y : halfExtents.Z;
} }
private void GetContainerBounds(Block block, BlockPos blockPos, out Vector3 min, out Vector3 max) private void GetContainerBounds(Block block, BlockPos blockPos, out Vector3 min, out Vector3 max)
{ {
min = new Vector3(0f, 0f, 0f); min = new Vector3(0f, 0f, 0f);
max = new Vector3(1f, 1f, 1f); max = new Vector3(1f, 1f, 1f);
ExpandBoundsFromSelectionBoxes(block, blockPos, blockPos, ref min, ref max); ExpandBoundsFromSelectionBoxes(block, blockPos, blockPos, ref min, ref max);
ExpandBoundsFromLinkedMultiblockParts(blockPos, ref min, ref max); ExpandBoundsFromLinkedMultiblockParts(blockPos, ref min, ref max);
} }
private void ExpandBoundsFromLinkedMultiblockParts(BlockPos controllerPos, ref Vector3 min, ref Vector3 max) private void ExpandBoundsFromLinkedMultiblockParts(BlockPos controllerPos, ref Vector3 min, ref Vector3 max)
{ {
int minScanX = controllerPos.X - multiblock_scan_radius; int minScanX = controllerPos.X - multiblock_scan_radius;
int maxScanX = controllerPos.X + multiblock_scan_radius; int maxScanX = controllerPos.X + multiblock_scan_radius;
int minScanY = controllerPos.Y - multiblock_scan_radius; int minScanY = controllerPos.Y - multiblock_scan_radius;
int maxScanY = controllerPos.Y + multiblock_scan_radius; int maxScanY = controllerPos.Y + multiblock_scan_radius;
int minScanZ = controllerPos.Z - multiblock_scan_radius; int minScanZ = controllerPos.Z - multiblock_scan_radius;
int maxScanZ = controllerPos.Z + multiblock_scan_radius; int maxScanZ = controllerPos.Z + multiblock_scan_radius;
Vector3 minLocal = min; Vector3 minLocal = min;
Vector3 maxLocal = max; Vector3 maxLocal = max;
api.World.BlockAccessor.WalkBlocks(new BlockPos(minScanX, minScanY, minScanZ), new BlockPos(maxScanX, maxScanY, maxScanZ), (partBlock, x, y, z) => api.World.BlockAccessor.WalkBlocks(new BlockPos(minScanX, minScanY, minScanZ), new BlockPos(maxScanX, maxScanY, maxScanZ), (partBlock, x, y, z) =>
{ {
if (x == controllerPos.X && y == controllerPos.Y && z == controllerPos.Z) if (x == controllerPos.X && y == controllerPos.Y && z == controllerPos.Z)
return; return;
if (partBlock.Id == 0 || partBlock is not IMultiblockOffset multiblockOffset) if (partBlock.Id == 0 || partBlock is not IMultiblockOffset multiblockOffset)
return; return;
BlockPos partPos = new(x, y, z); BlockPos partPos = new(x, y, z);
BlockPos linkedControllerPos = multiblockOffset.GetControlBlockPos(partPos); BlockPos linkedControllerPos = multiblockOffset.GetControlBlockPos(partPos);
if (!IsSameBlockPos(linkedControllerPos, controllerPos)) if (!IsSameBlockPos(linkedControllerPos, controllerPos))
return; return;
ExpandBoundsFromSelectionBoxes(partBlock, partPos, controllerPos, ref minLocal, ref maxLocal); ExpandBoundsFromSelectionBoxes(partBlock, partPos, controllerPos, ref minLocal, ref maxLocal);
}); });
min = minLocal; min = minLocal;
max = maxLocal; max = maxLocal;
} }
private void ExpandBoundsFromSelectionBoxes(Block block, BlockPos sourcePos, BlockPos originPos, ref Vector3 min, ref Vector3 max) private void ExpandBoundsFromSelectionBoxes(Block block, BlockPos sourcePos, BlockPos originPos, ref Vector3 min, ref Vector3 max)
{ {
Cuboidf[]? selectionBoxes = block.GetSelectionBoxes(api.World.BlockAccessor, sourcePos); Cuboidf[]? selectionBoxes = block.GetSelectionBoxes(api.World.BlockAccessor, sourcePos);
Vector3 sourceOffset = sourcePos.ToVector3() - originPos.ToVector3(); Vector3 sourceOffset = sourcePos.ToVector3() - originPos.ToVector3();
if (selectionBoxes is not { Length: > 0 }) if (selectionBoxes is not { Length: > 0 })
{ {
min = Vector3.Min(min, sourceOffset); min = Vector3.Min(min, sourceOffset);
max = Vector3.Max(max, sourceOffset + Vector3.One); max = Vector3.Max(max, sourceOffset + Vector3.One);
return; return;
} }
foreach (Cuboidf selectionBox in selectionBoxes) foreach (Cuboidf selectionBox in selectionBoxes)
{ {
min = Vector3.Min(min, sourceOffset + selectionBox.Start.ToVector3()); min = Vector3.Min(min, sourceOffset + selectionBox.Start.ToVector3());
max = Vector3.Max(max, sourceOffset + selectionBox.End.ToVector3()); max = Vector3.Max(max, sourceOffset + selectionBox.End.ToVector3());
} }
} }
private static bool IsSameBlockPos(BlockPos a, BlockPos b) private static bool IsSameBlockPos(BlockPos a, BlockPos b)
{ {
return a.X == b.X && a.Y == b.Y && a.Z == b.Z; return a.X == b.X && a.Y == b.Y && a.Z == b.Z;
} }
private bool TryResolveFacingNormal(Block block, BlockEntity blockEntity, out Vec3f forward, out Vec3f right, out Vec3f up) private bool TryResolveFacingNormal(Block block, BlockEntity blockEntity, out Vec3f forward, out Vec3f right, out Vec3f up)
{ {
forward = new Vec3f(0f, 0f, 1f); forward = new Vec3f(0f, 0f, 1f);
right = new Vec3f(1f, 0f, 0f); right = new Vec3f(1f, 0f, 0f);
up = new Vec3f(0f, 1f, 0f); up = new Vec3f(0f, 1f, 0f);
if (TryGetMeshAngle(blockEntity, out float meshAngleRadians)) if (TryGetMeshAngle(blockEntity, out float meshAngleRadians))
{ {
// MeshAngle is around Y axis in radians. // MeshAngle is around Y axis in radians.
forward = new Vec3f(MathF.Sin(meshAngleRadians), 0f, MathF.Cos(meshAngleRadians)); forward = new Vec3f(MathF.Sin(meshAngleRadians), 0f, MathF.Cos(meshAngleRadians));
NormalizeFacing(ref forward); NormalizeFacing(ref forward);
BuildBasisFromForward(forward, out right, out up); BuildBasisFromForward(forward, out right, out up);
return true; return true;
} }
if (TryGetBlockSideFacing(block, out forward)) if (TryGetBlockSideFacing(block, out forward))
{ {
BuildBasisFromForward(forward, out right, out up); BuildBasisFromForward(forward, out right, out up);
return true; return true;
} }
if (!TryGetPlayerFacing(blockEntity.Pos, out forward)) if (!TryGetPlayerFacing(blockEntity.Pos, out forward))
return false; return false;
BuildBasisFromForward(forward, out right, out up); BuildBasisFromForward(forward, out right, out up);
return true; return true;
} }
private bool TryGetPlayerFacing(BlockPos blockPos, out Vec3f facing) private bool TryGetPlayerFacing(BlockPos blockPos, out Vec3f facing)
{ {
facing = new Vec3f(0f, 0f, 1f); facing = new Vec3f(0f, 0f, 1f);
EntityPlayer? playerEntity = api.World.Player?.Entity; EntityPlayer? playerEntity = api.World.Player?.Entity;
if (playerEntity?.CameraPos == null) if (playerEntity?.CameraPos == null)
return false; return false;
Vec3d cameraPos = playerEntity.CameraPos + playerEntity.LocalEyePos; Vec3d cameraPos = playerEntity.CameraPos + playerEntity.LocalEyePos;
double dx = cameraPos.X - (blockPos.X + 0.5d); double dx = cameraPos.X - (blockPos.X + 0.5d);
double dz = cameraPos.Z - (blockPos.Z + 0.5d); double dz = cameraPos.Z - (blockPos.Z + 0.5d);
if (Math.Abs(dx) <= 0.0001d && Math.Abs(dz) <= 0.0001d) if (Math.Abs(dx) <= 0.0001d && Math.Abs(dz) <= 0.0001d)
return false; return false;
double absDx = Math.Abs(dx); double absDx = Math.Abs(dx);
double absDz = Math.Abs(dz); double absDz = Math.Abs(dz);
double diagonalTolerance = Math.Max(absDx, absDz) * 0.65d; double diagonalTolerance = Math.Max(absDx, absDz) * 0.65d;
bool isDiagonalView = Math.Abs(absDx - absDz) <= diagonalTolerance; bool isDiagonalView = Math.Abs(absDx - absDz) <= diagonalTolerance;
if (isDiagonalView) if (isDiagonalView)
{ {
Vec3f facingX = dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f); Vec3f facingX = dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f);
Vec3f facingZ = dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f); Vec3f facingZ = dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f);
int obstructionX = GetFacingObstructionScore(blockPos, facingX); int obstructionX = GetFacingObstructionScore(blockPos, facingX);
int obstructionZ = GetFacingObstructionScore(blockPos, facingZ); int obstructionZ = GetFacingObstructionScore(blockPos, facingZ);
if (obstructionX != obstructionZ) if (obstructionX != obstructionZ)
{ {
facing = obstructionX < obstructionZ ? facingX : facingZ; facing = obstructionX < obstructionZ ? facingX : facingZ;
return true; return true;
} }
} }
facing = absDx >= absDz facing = absDx >= absDz
? (dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f)) ? (dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f))
: (dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f)); : (dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f));
return true; return true;
} }
private int GetFacingObstructionScore(BlockPos blockPos, Vec3f facing) private int GetFacingObstructionScore(BlockPos blockPos, Vec3f facing)
{ {
int offsetX = Math.Sign(facing.X); int offsetX = Math.Sign(facing.X);
int offsetZ = Math.Sign(facing.Z); int offsetZ = Math.Sign(facing.Z);
int score = 0; int score = 0;
for (int yOffset = 0; yOffset <= 1; yOffset++) for (int yOffset = 0; yOffset <= 1; yOffset++)
{ {
BlockPos checkPos = new(blockPos.X + offsetX, blockPos.Y + yOffset, blockPos.Z + offsetZ); BlockPos checkPos = new(blockPos.X + offsetX, blockPos.Y + yOffset, blockPos.Z + offsetZ);
if (IsSolidBlock(checkPos)) if (IsSolidBlock(checkPos))
score++; score++;
} }
return score; return score;
} }
private bool IsSolidBlock(BlockPos blockPos) private bool IsSolidBlock(BlockPos blockPos)
{ {
Block block = api.World.BlockAccessor.GetBlock(blockPos); Block block = api.World.BlockAccessor.GetBlock(blockPos);
if (block.Id == 0) if (block.Id == 0)
return false; return false;
Cuboidf[]? collisionBoxes = block.GetCollisionBoxes(api.World.BlockAccessor, blockPos); Cuboidf[]? collisionBoxes = block.GetCollisionBoxes(api.World.BlockAccessor, blockPos);
return collisionBoxes is { Length: > 0 }; return collisionBoxes is { Length: > 0 };
} }
private static bool TryGetBlockSideFacing(Block block, out Vec3f facing) private static bool TryGetBlockSideFacing(Block block, out Vec3f facing)
{ {
facing = new Vec3f(0f, 0f, 1f); facing = new Vec3f(0f, 0f, 1f);
string? side = block.Variant?["side"]; string? side = block.Variant?["side"];
if (string.IsNullOrWhiteSpace(side)) if (string.IsNullOrWhiteSpace(side))
return false; return false;
switch (side.ToLowerInvariant()) switch (side.ToLowerInvariant())
{ {
case "north": case "north":
facing = new Vec3f(0f, 0f, -1f); facing = new Vec3f(0f, 0f, 1f);
return true; return true;
case "south": case "south":
facing = new Vec3f(0f, 0f, 1f); facing = new Vec3f(0f, 0f, -1f);
return true; return true;
case "east": case "east":
facing = new Vec3f(1f, 0f, 0f); facing = new Vec3f(-1f, 0f, 0f);
return true; return true;
case "west": case "west":
facing = new Vec3f(-1f, 0f, 0f); facing = new Vec3f(1f, 0f, 0f);
return true; return true;
case "up": case "up":
facing = new Vec3f(0f, 1f, 0f); facing = new Vec3f(0f, 1f, 0f);
return true; return true;
case "down": case "down":
facing = new Vec3f(0f, -1f, 0f); facing = new Vec3f(0f, -1f, 0f);
return true; return true;
default: default:
return false; return false;
} }
} }
private static void BuildBasisFromForward(Vec3f forward, out Vec3f right, out Vec3f up) private static void BuildBasisFromForward(Vec3f forward, out Vec3f right, out Vec3f up)
{ {
up = new Vec3f(0f, 1f, 0f); up = new Vec3f(0f, 1f, 0f);
if (Math.Abs(forward.Y) > 0.5f) if (Math.Abs(forward.Y) > 0.5f)
{ {
up = forward.Y > 0f ? new Vec3f(0f, 0f, -1f) : new Vec3f(0f, 0f, 1f); up = forward.Y > 0f ? new Vec3f(0f, 0f, -1f) : new Vec3f(0f, 0f, 1f);
right = new Vec3f(1f, 0f, 0f); right = new Vec3f(1f, 0f, 0f);
return; return;
} }
right = new Vec3f(-forward.Z, 0f, forward.X); right = new Vec3f(-forward.Z, 0f, forward.X);
} }
private static void NormalizeFacing(ref Vec3f facing) private static void NormalizeFacing(ref Vec3f facing)
{ {
float length = MathF.Sqrt(facing.X * facing.X + facing.Y * facing.Y + facing.Z * facing.Z); float length = MathF.Sqrt(facing.X * facing.X + facing.Y * facing.Y + facing.Z * facing.Z);
if (length <= 0.0001f) if (length <= 0.0001f)
{ {
facing = new Vec3f(0f, 0f, 1f); facing = new Vec3f(0f, 0f, 1f);
return; return;
} }
float invLength = 1f / length; float invLength = 1f / length;
facing = new Vec3f(facing.X * invLength, facing.Y * invLength, facing.Z * invLength); facing = new Vec3f(facing.X * invLength, facing.Y * invLength, facing.Z * invLength);
} }
private static bool TryGetMeshAngle(BlockEntity blockEntity, out float radians) private static bool TryGetMeshAngle(BlockEntity blockEntity, out float radians)
{ {
if (blockEntity is BlockEntityGenericTypedContainer genericContainer) if (blockEntity is BlockEntityGenericTypedContainer genericContainer)
{ {
radians = genericContainer.MeshAngle; radians = genericContainer.MeshAngle;
return true; return true;
} }
if (blockEntity is BlockEntityCrate crate) if (blockEntity is BlockEntityCrate crate)
{ {
radians = crate.MeshAngle; radians = crate.MeshAngle;
return true; return true;
} }
radians = 0f; radians = 0f;
return false; return false;
} }
} }

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@@ -4,6 +4,9 @@
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<RunWorkingDirectory>$(MSBuildProjectDirectory)</RunWorkingDirectory> <RunWorkingDirectory>$(MSBuildProjectDirectory)</RunWorkingDirectory>
<Configurations>Debug;Release;Version22</Configurations> <Configurations>Debug;Release;Version22</Configurations>
<VS_CONFIGLIB Condition="'$(VS_CONFIGLIB)' == ''">$([System.Environment]::GetEnvironmentVariable('VS_CONFIGLIB'))</VS_CONFIGLIB>
<ConfigLibAvailable Condition="'$(VS_CONFIGLIB)' != '' and Exists('$(VS_CONFIGLIB)')">true</ConfigLibAvailable>
<DefineConstants Condition="'$(ConfigLibAvailable)' == 'true'">$(DefineConstants);CONFIGLIB</DefineConstants>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
@@ -17,4 +20,15 @@
<HintPath>$(VINTAGE_STORY)/VintagestoryAPI.dll</HintPath> <HintPath>$(VINTAGE_STORY)/VintagestoryAPI.dll</HintPath>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup>
<Reference Include="configlib" Condition="'$(ConfigLibAvailable)' == 'true'">
<HintPath>$(VS_CONFIGLIB)</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<Target Name="WarnWithoutConfigLib" BeforeTargets="CoreCompile" Condition="'$(ConfigLibAvailable)' != 'true'">
<Warning Text="No VS_CONFIGLIB - will compile without supporting ConfigLib. Set VS_CONFIGLIB env var to a path that contains the configlib's dlls." />
</Target>
</Project> </Project>

0
ChestPreview/build.sh Normal file → Executable file
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