Lucas Girouard-Stranks
Lucas Girouard-Stranks
How XNA/MonoGame works is when you call `ContentManager.Load` the following is how the file path is intended: ```cs var assetPath = Path.Combine(RootDirectory, assetName) + ".xnb"; ``` I don't see anything...
> if you had read the original bug report I read what you wrote. You did not include a stack trace, so I don't know if the issue is from...
This is pushed back to v4 as I want to modify more of the surrounding code in its entirety before making changes.
> I am working on a system that uses Procedural Generation. The levels will be built using a pretty bare tmx files, mostly just a TileSet and Map properties(i.e. MaxRoomNumbers,...
Kudos on the images. I'm a big fan of images to express communication in design phase; walls of text are daunting. >A prime example, the fact that there is a...
This problem will be solved by not using the content pipeline for Tiled.
There is a rough idea in my head to use ImGui to create an editor with feature parity to Tiled for an optimized developer workflow as described in the above...
I would prefer to have an extension to MSBuild through `.props` and `.targets` for integration with Visual Studio / Rider. That's what MonoGame already does: https://github.com/MonoGame/MonoGame/blob/develop/MonoGame.Framework.Content.Pipeline/MonoGame.Content.Builder.targets
Well yes/no. I would imagine something like a manifest file or a glob search pattern in a JSON file would be required akin to `.mgcb` file to know what assets...
> Is the removal of content pipeline confirmed by the monogame devs? No, this is just for MonoGame.Extended which is morphing into Katabasis. Katabasis already has removed the content pipeline...