Thomas Altenburger
Thomas Altenburger
> These changes are C# 5+ features. Still an issue as long as #8194 is open.
The reasoning would be to split build scripts for maintenance, and fit the SDL native dep' distribution model. But if we consider that having too many nugets is starting to...
Trying to document what we need and making it as less convoluted as possible. Let me know what you think. 1. Move native library build step into its own Github...
We're just talking about runtime code for loading raw assets more conveniently. It is not related to MGCB or how content is copied to the output folder. Just a runtime...
Basically, something as simple as: - if ```Content.Load``` fails - then search the ```Content``` directory (or sub-directory) provided by ```assetName``` for files other than .xnb which can be loaded without...
The VS Extension needs to be updated. Meanwhile you can [install the templates from nuget](https://docs.monogame.net/articles/getting_started/2_choosing_your_ide_vscode.html?tabs=windows#setting-up-vs-code-for-development-with-monogame) and [create a project from CLI](https://docs.monogame.net/articles/getting_started/2_choosing_your_ide_vscode.html?tabs=windows#creating-a-new-monogame-project) as described in the VS Code documentation (these two...
@dellis1972 do you mind if we keep this one open? The extension is updated but not published yet.
Related #8410 (we can likely close one of the two).
Yes, the results from ```CheckValidationLayerSupport()``` need to be used to remove unsupported layers from ```enabledLayers``` (or doing it directly inside the function. Otherwise it will indeed try to enable them...