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if (newTouch.Id == touch.Id) | |
{ | |
stateChanged |= touch.UpdateState(newTouch); | |
foundEvent = true; | |
events.RemoveAt(j); | |
break; | |
} | |
} | |
// If a new event was found then store it. |
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_root = new Sequence | |
{ | |
Call.Void( () => { Program.MineCycles++; Say("Walking to the mine!"); } ), | |
Wait.Seconds( 2 ), | |
Call.Void(() => Say("Entering the mine!")), | |
Wait.Seconds( 1 ), | |
new While( IsNotFatigued ) | |
{ |
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internal class GLString | |
{ | |
public GLString(string value) | |
{ | |
#if iOS | |
_string = value; | |
#elif ANDROID | |
_string = new StringBuilder(value); | |
#endif | |
} |
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[TestClass] | |
public class BinaryReaderWriterBalance | |
{ | |
class TestBinaryWriter : BinaryWriter | |
{ | |
private int _counter; | |
public TestBinaryWriter(Stream output) | |
: base(output) |
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[exec] "c:\.jenkins\jobs\MonoGame Pull Request builder\workspace\MonoGame.Framework.WindowsGL.sln" (Build target) (1) -> | |
[exec] "c:\.jenkins\jobs\MonoGame Pull Request builder\workspace\MonoGame.Framework\MonoGame.Framework.WindowsGL.csproj" (default target) (2) -> | |
[exec] (CoreCompile target) -> | |
[exec] Graphics\States\DepthStencilState.cs(163,21): error CS1502: The best overloaded method match for 'OpenTK.Graphics.OpenGL.GL.StencilFuncSeparate(OpenTK.Graphics.OpenGL.Version20, OpenTK.Graphics.OpenGL.StencilFunction, int, int)' has some invalid arguments [c:\.jenkins\jobs\MonoGame Pull Request builder\workspace\MonoGame.Framework\MonoGame.Framework.WindowsGL.csproj] | |
[exec] Graphics\States\DepthStencilState.cs(163,44): error CS1503: Argument 1: cannot convert from 'OpenTK.Graphics.OpenGL.All' to 'OpenTK.Graphics.OpenGL.Version20' [c:\.jenkins\jobs\MonoGame Pull Request builder\workspace\MonoGame.Framework\MonoGame.Framework.WindowsGL.csproj] | |
[exec] Graphics\States\DepthStencilSta |
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First on the developer side: | |
1. Open your solution in VisualStudio. | |
2. Select the menu item "Project -> Store -> Create App Packages...". | |
3. At the first question "Do you want to build packages to upload to the Windows Store?" select "No" and hit "Next". | |
4. On the next page the defaults are usually fine, but change the output location if you like. | |
5. Go to the output location. | |
6. Zip the folder that ends in "_Test" and share it with testers. | |
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<!-- | |
MonoGame - Copyright (C) The MonoGame Team | |
This file is subject to the terms and conditions defined in | |
file 'LICENSE.txt', which is part of this source code package. | |
--> | |
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<UsingTask TaskName="MonoGame_ParseContent" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll" > | |
<ParameterGroup> |
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using System; | |
using System.Runtime.InteropServices; | |
namespace Microsoft.Xna.Framework.Graphics | |
{ | |
internal class MojoShader | |
{ | |
#if IOS | |
const string mojoshader_dll = "__Internal"; | |
#elif WINDOWS |
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var defaultDynamic = BEPUphysics.CollisionRuleManagement.CollisionRules.DefaultDynamicCollisionGroup; | |
var defaultStatic = BEPUphysics.CollisionRuleManagement.CollisionRules.DefaultKinematicCollisionGroup; | |
CollisionGroup.DefineCollisionRule(CharacterTrigger, Players, CollisionRule.NoSolver); | |
CollisionGroup.DefineCollisionRule(CharacterTrigger, Enemies, CollisionRule.NoSolver); | |
CollisionGroup.DefineCollisionRule(CharacterTrigger, defaultDynamic, CollisionRule.NoBroadPhase); | |
CollisionGroup.DefineCollisionRule(CharacterTrigger, defaultStatic, CollisionRule.NoBroadPhase); | |
CollisionGroup.DefineCollisionRule(CharacterTrigger, CharacterTrigger, CollisionRule.NoBroadPhase); | |
CollisionGroup.DefineCollisionRule(PlayerTrigger, Players, CollisionRule.NoSolver); |
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// Create a new depth buffer. | |
var newDepthBuffer = GL.GenRenderbuffer(); | |
// Set the format and size of the new depth buffer. | |
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, newDepthBuffer); | |
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, width, height); | |
// Attach the new depth buffer to the default backbuffer. | |
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); | |
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthStencilAttachment, RenderbufferTarget.Renderbuffer, newDepthBuffer); |
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