-
-
Notifications
You must be signed in to change notification settings - Fork 1.1k
Net6+VS2022 support #1126
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Net6+VS2022 support #1126
Conversation
…eManagement and use it's internal references instead
… a version supporting Net6, and include Netonsoft.Json that used to be bundled with the old version.
Eideren
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thanks !
Did you try to create a project under net5 and then open that project with the net6 gamestudio ?
You mentioned the vs plugin being broken over on #1125 is that building the plugin or using it inside of VS.
If it's building then I would think we should take care of that before we merge this in.
user settings autogen
Yes that works fine. The workaround is to run the game project from visual studio.
It is not building. building fails with which is because VSCT.exe is a 32bit app being executed by a 64bit build |
|
I don't have the expertise to fix the VSPlugin |
|
@xen2 could you please make a |
|
update: Running game studio projects works if done through the Game Studio stand-alone (run from the launcher, not via Visual Studio). So the only thing that needs fixing is the VS Plugin. I tested by opening the Stride Launcher, adding the local build, then run that gameStudio and loaded various projects |
|
Nice work! |
|
Longer term we might also want to switch mobile to net6.0-android/ios (of course, not part of this PR and we can still release with current TFM for mobile so nothing mandatory) |
was hoping it would help resolve build hanging issues. It might have helped but was not a solution.
…ncies. was hoping it would help fix runtime IL bug with animation system, but it did not help. see: #1136
|
Because of how much time it takes to maintain a branch (merging building and testing) I am cutting the net6 work to a single branch. the optional stuff is now merged into the main |
# build/Stride.Launcher.Build.props # samples/Audio/SimpleAudio/SimpleAudio.Windows/SimpleAudio.Windows.csproj # samples/Games/JumpyJet/JumpyJet.Windows/JumpyJet.Windows.csproj # samples/Games/SpaceEscape/SpaceEscape.Windows/SpaceEscape.Windows.csproj # samples/Graphics/AnimatedModel/AnimatedModel.Windows/AnimatedModel.Windows.csproj # samples/Graphics/CustomEffect/CustomEffect.Windows/CustomEffect.Windows.csproj # samples/Graphics/MaterialShader/MaterialShader.Windows/MaterialShader.Windows.csproj # samples/Graphics/SpriteFonts/SpriteFonts.Windows/SpriteFonts.Windows.csproj # samples/Graphics/SpriteStudioDemo/SpriteStudioDemo.Windows/SpriteStudioDemo.Windows.csproj # samples/Input/GravitySensor/GravitySensor.Windows/GravitySensor.Windows.csproj # samples/Input/TouchInputs/TouchInputs.Windows/TouchInputs.Windows.csproj # samples/Particles/ParticlesSample/ParticlesSample.Windows/ParticlesSample.Windows.csproj # samples/Physics/PhysicsSample/PhysicsSample.Windows/PhysicsSample.Windows.csproj # samples/Templates/FirstPersonShooter/FirstPersonShooter/FirstPersonShooter.Windows/FirstPersonShooter.Windows.csproj # samples/Templates/ThirdPersonPlatformer/ThirdPersonPlatformer/ThirdPersonPlatformer.Windows/ThirdPersonPlatformer.Windows.csproj # samples/Templates/TopDownRPG/TopDownRPG/TopDownRPG.Windows/TopDownRPG.Windows.csproj # samples/Templates/VRSandbox/VRSandbox/VRSandbox.Windows/VRSandbox.Windows.csproj # samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Windows/CSharpBeginner.Windows.csproj # samples/UI/GameMenu/GameMenu.Windows/GameMenu.Windows.csproj # samples/UI/UIElementLink/UIElementLink.Windows/UIElementLink.Windows.csproj # samples/UI/UIParticles/UIParticles.Windows/UIParticles.Windows.csproj # sources/assets/Stride.Core.Assets.CompilerApp/build/Stride.Core.Assets.CompilerApp.targets # sources/launcher/Stride.Launcher/Stride.Launcher.csproj # sources/shared/Stride.NuGetResolver/Stride.NuGetResolver.projitems # sources/targets/Stride.Core.TargetFrameworks.Editor.props # sources/targets/Stride.Core.props # sources/tools/Stride.NuGetLoader/Stride.NuGetLoader.csproj
…See #1136 (comment) This commit takes my "last known good" net6 work prior to merging [de0a0cb] and verifies build. I am integrating in the non-required net6 work because of how time consuming it is to verify+maintain each branch. Tracking this issue down and reproducing takes aproximately 1 hour per commit. So to reduce this waste of time I will be maintaining a single net6 branch. This commit removes some test projects from the stride solutions
…rApp.exe merge issue from [de0a0cb] .
…n't actually use the new LoaderToolLocator process yet
# Conflicts: # deps/AssemblyProcessor/netstandard2.0/Stride.Core.AssemblyProcessor.Packed.dll # deps/AssemblyProcessor/netstandard2.0/Stride.Core.AssemblyProcessor.Packed.dll.hash # deps/AssemblyProcessor/netstandard2.0/Stride.Core.AssemblyProcessor.Packed.pdb # deps/AssemblyProcessor/netstandard2.0/Stride.Core.AssemblyProcessor.dll # deps/AssemblyProcessor/netstandard2.0/Stride.Core.AssemblyProcessor.pdb # sources/assets/Stride.Core.Assets.CompilerApp/build/Stride.Core.Assets.CompilerApp.targets
|
merged xen's fix for UpdateEngine broken (see #1136 ) |
|
merged stride/master work. auto-merge. didn't test, but glance at the changes show nothing related. |
|
Regarding VS2022 support: |
|
Gave a quick try to latest VS2022 + .NET 6 I think one way to fix that once and for all would be to call MSBuild using out-of-process nodes. That way, all the MSBuild dependencies won't be loaded in GameStudio/CompilerApp process. |
PR Details
Net6+VS2022 support. Should be put into a separate branch for now. The following things need to be fixed before putting in master:
Description
upgrade stride to target DotNet6.0
IT IS DONE/COMPLETE. I'm done so it's really just up to Stride contribs to decide when/where to merge.
Related Issue
see #1125 for detailed description
Motivation and Context
please see the related issue
Types of changes
Checklist