staf
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@@ -1,13 +1,10 @@
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//#define COMPILE_WITH_DLSS
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using System;
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using System.IO;
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using Flax.Build;
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using Flax.Build.NativeCpp;
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public class GameTarget : GameProjectTarget
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{
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private bool UseDLSS = false;
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/// <inheritdoc />
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public override void Init()
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{
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@@ -19,34 +16,30 @@ public class GameTarget : GameProjectTarget
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Architectures = new TargetArchitecture[] { TargetArchitecture.x64 };
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Platforms = new TargetPlatform[] { TargetPlatform.Windows, TargetPlatform.Linux };
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//LinkType = TargetLinkType.Monolithic;
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// Monolithic build only seems to work on Windows for now?
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LinkType = TargetLinkType.Monolithic;
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if (LinkType == TargetLinkType.Monolithic)
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{
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//only for windows?
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//Modules.Add("Main");
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//OutputType = TargetOutputType.Executable;
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Modules.Add("Main");
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OutputType = TargetOutputType.Executable;
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}
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Modules.Add("Game");
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//Modules.Add("FidelityFXFSR");
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#if COMPILE_WITH_DLSS
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//Modules.Add("DLSS");
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#endif
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}
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/*public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType = null)
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public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType = null)
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{
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if (!Environment.CommandLine.Contains("Cooker")) // Hacky way to detect if this is run during cooking
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{
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// Output files directly to cooked folders (used only during development)
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if (options.Configuration == TargetConfiguration.Development)
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options.OutputFolder = @"C:\dev\GoakeFlax\Output\WindowsDevelopment";
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options.OutputFolder = Path.Combine(FolderPath, "..", "Output", "WindowsDevelopment");
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else if (options.Configuration == TargetConfiguration.Release)
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options.OutputFolder = @"C:\dev\GoakeFlax\Output\WindowsRelease";
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options.OutputFolder = Path.Combine(FolderPath, "..", "Output", "WindowsRelease");
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}
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return base.GetOutputFilePath(options, outputType);
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}*/
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}
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}
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