Write generated build configuration files in UTF-8
Git seems to have issues with handling UTF-16 encoded files, so it would be more appropriate to write the generated files with more common UTF-8 encoding instead.
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@@ -184,7 +184,7 @@ bool Editor::CheckProjectUpgrade()
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" BuildNativeCode = false;\n"
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" }}\n"
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"}}\n"
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), codeName), Encoding::Unicode);
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), codeName), Encoding::UTF8);
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if (useEditorModule)
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{
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File::WriteAllText(gameEditorModuleFolder / String::Format(TEXT("{0}Editor.Build.cs"), codeName), String::Format(TEXT(
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@@ -211,7 +211,7 @@ bool Editor::CheckProjectUpgrade()
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" BuildNativeCode = false;\n"
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" }}\n"
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"}}\n"
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), codeName), Encoding::Unicode);
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), codeName), Encoding::UTF8);
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}
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// Generate target files
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@@ -229,7 +229,7 @@ bool Editor::CheckProjectUpgrade()
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" Modules.Add(\"{0}\");\n"
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" }}\n"
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"}}\n"
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), codeName), Encoding::Unicode);
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), codeName), Encoding::UTF8);
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const String editorTargetGameEditorModule = useEditorModule ? String::Format(TEXT(" Modules.Add(\"{0}Editor\");\n"), codeName) : String::Empty;
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File::WriteAllText(sourceFolder / String::Format(TEXT("{0}EditorTarget.Build.cs"), codeName), String::Format(TEXT(
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"using Flax.Build;\n"
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@@ -246,7 +246,7 @@ bool Editor::CheckProjectUpgrade()
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"{1}"
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" }}\n"
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"}}\n"
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), codeName, editorTargetGameEditorModule), Encoding::Unicode);
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), codeName, editorTargetGameEditorModule), Encoding::UTF8);
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// Generate new project file
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Project->ProjectPath = root / String::Format(TEXT("{0}.flaxproj"), codeName);
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@@ -454,7 +454,7 @@ int32 Editor::LoadProduct()
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" // Reference the modules for game\n"
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" Modules.Add(\"Game\");\n"
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" }\n"
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"}\n"), Encoding::Unicode);
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"}\n"), Encoding::UTF8);
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failed |= File::WriteAllText(projectPath / TEXT("Source/GameEditorTarget.Build.cs"),TEXT(
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"using Flax.Build;\n"
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"\n"
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@@ -468,7 +468,7 @@ int32 Editor::LoadProduct()
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" // Reference the modules for editor\n"
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" Modules.Add(\"Game\");\n"
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" }\n"
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"}\n"), Encoding::Unicode);
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"}\n"), Encoding::UTF8);
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failed |= File::WriteAllText(projectPath / TEXT("Source/Game/Game.Build.cs"),TEXT(
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"using Flax.Build;\n"
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"using Flax.Build.NativeCpp;\n"
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@@ -496,7 +496,7 @@ int32 Editor::LoadProduct()
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" // To add C++ define use: options.PublicDefinitions.Add(\"COMPILE_WITH_FLAX\");\n"
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" // To learn more see scripting documentation.\n"
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" }\n"
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"}\n"), Encoding::Unicode);
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"}\n"), Encoding::UTF8);
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if (failed)
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return 12;
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}
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