anx.framework/ANX.Framework_VS2013.sln

2534 lines
200 KiB
Plaintext
Raw Normal View History

two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework", "ANX.Framework\ANX.Framework.csproj", "{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework.TestCenter", "ANX.Framework.TestCenter\ANX.Framework.TestCenter.csproj", "{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tools", "Tools", "{B24A8593-562A-4A25-BB08-46C163F10F3F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANXStatusComparer", "Tools\ANXStatusComparer\ANXStatusComparer.csproj", "{9D8DC781-2E0D-4348-BAD9-745F91428A3F}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "RenderSystems", "RenderSystems", "{D421509A-9AE3-4D7E-881B-EAFED598B028}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Samples", "Samples", "{9B0DD48B-3912-4F33-AF3F-691AF02B73F9}"
ProjectSection(SolutionItems) = preProject
Samples\SampleCatalog.xml = Samples\SampleCatalog.xml
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VertexIndexBuffer", "Samples\VertexIndexBuffer\VertexIndexBuffer.csproj", "{F945515B-394D-4ED4-80E0-98EB59B69D24}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleSprite", "Samples\SimpleSprite\SimpleSprite.csproj", "{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TextRendering", "Samples\TextRendering\TextRendering.csproj", "{BC79B021-10E4-4D01-945A-7048FFF53A22}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "InputSystems", "InputSystems", "{7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "SoundSystems", "SoundSystems", "{5725DA44-4F5C-4E93-A957-AC5C85603EE9}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.Windows.XAudio", "SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj", "{6A582788-C4D2-410C-96CD-177F75712D65}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsGame", "Samples\WindowsGame\WindowsGame.csproj", "{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ProjectConverter", "Tools\ProjectConverter\ProjectConverter.csproj", "{B5209A04-B2F8-4033-A5E7-545BE771214C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kinect", "Samples\Kinect\Kinect.csproj", "{A42413A9-5189-40CB-AACA-D50F24865431}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Stock Shaders", "Stock Shaders", "{60824BDB-AC8A-42ED-9B79-111FB44669FF}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DX10", "DX10", "{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA}"
ProjectSection(SolutionItems) = preProject
shader\DX10\AlphaTest.fx = shader\DX10\AlphaTest.fx
shader\DX10\BasicEffect.fx = shader\DX10\BasicEffect.fx
shader\DX10\build.xml = shader\DX10\build.xml
shader\DX10\DualTexture.fx = shader\DX10\DualTexture.fx
shader\DX10\EnvironmentMap.fx = shader\DX10\EnvironmentMap.fx
shader\DX10\Skinned.fx = shader\DX10\Skinned.fx
shader\DX10\SpriteBatch.fx = shader\DX10\SpriteBatch.fx
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "GL3", "GL3", "{E4FFD875-95FC-48F2-8B6D-8483D0B71666}"
ProjectSection(SolutionItems) = preProject
shader\GL3\AlphaTest.fx = shader\GL3\AlphaTest.fx
shader\GL3\BasicEffect.fx = shader\GL3\BasicEffect.fx
shader\GL3\build.xml = shader\GL3\build.xml
shader\GL3\DualTexture.fx = shader\GL3\DualTexture.fx
shader\GL3\EnvironmentMap.fx = shader\GL3\EnvironmentMap.fx
shader\GL3\Skinned.fx = shader\GL3\Skinned.fx
shader\GL3\SpriteBatch_GLSL.fx = shader\GL3\SpriteBatch_GLSL.fx
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StockShaderCodeGenerator", "Tools\StockShaderCodeGenerator\StockShaderCodeGenerator.csproj", "{D73E5FF4-AE88-4637-8159-120FBDA564BF}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "XNA", "XNA", "{BD648BB8-EF28-453C-B4F5-EE3C93EB4DAF}"
ProjectSection(SolutionItems) = preProject
shader\XNA\AlphaTestEffect.fx = shader\XNA\AlphaTestEffect.fx
shader\XNA\BasicEffect.fx = shader\XNA\BasicEffect.fx
shader\XNA\Common.fxh = shader\XNA\Common.fxh
shader\XNA\DualTextureEffect.fx = shader\XNA\DualTextureEffect.fx
shader\XNA\EnvironmentMapEffect.fx = shader\XNA\EnvironmentMapEffect.fx
shader\XNA\Lighting.fxh = shader\XNA\Lighting.fxh
shader\XNA\Macros.fxh = shader\XNA\Macros.fxh
shader\XNA\SkinnedEffect.fx = shader\XNA\SkinnedEffect.fx
shader\XNA\SpriteEffect.fx = shader\XNA\SpriteEffect.fx
shader\XNA\Structures.fxh = shader\XNA\Structures.fxh
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.RenderSystem.Windows.DX11", "RenderSystems\ANX.RenderSystem.Windows.DX11\ANX.RenderSystem.Windows.DX11.csproj", "{B30DE9C2-0926-46B6-8351-9AF276C472D5}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "build", "build", "{82CDEC51-2E62-4D6D-8A89-8E0F68A9722B}"
ProjectSection(SolutionItems) = preProject
build\ANX.Framework.build = build\ANX.Framework.build
build\ANX.InputSystem.build = build\ANX.InputSystem.build
build\ANX.PlatformSystem.build = build\ANX.PlatformSystem.build
build\ANX.RenderSystem.build = build\ANX.RenderSystem.build
build\ANX.SoundSystem.build = build\ANX.SoundSystem.build
build\create_shaders.bat = build\create_shaders.bat
build\MakeAnxFramework.cmd = build\MakeAnxFramework.cmd
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KeyboardSample", "Samples\KeyboardSample\KeyboardSample.csproj", "{05233BB1-444F-43F6-A3DF-B82AA924E094}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Installer", "Installer", "{04C721BB-F871-4872-9EA9-B2062BF21E62}"
ProjectSection(SolutionItems) = preProject
Installer\anx.wxs = Installer\anx.wxs
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTarget", "Samples\RenderTarget\RenderTarget.csproj", "{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StencilBuffer", "Samples\StencilBuffer\StencilBuffer.csproj", "{41E6C2CF-51EA-4D8E-96AE-739CA3951766}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Primitives", "Samples\Primitives\Primitives.csproj", "{57097B7A-A283-4409-8AAC-35BF0F458657}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.OpenAL", "SoundSystems\ANX.SoundSystem.OpenAL\ANX.SoundSystem.OpenAL.csproj", "{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputSystem.Recording", "InputSystems\ANX.InputSystem.Recording\ANX.InputSystem.Recording.csproj", "{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.RenderSystem.Windows.Metro", "RenderSystems\ANX.RenderSystem.Windows.Metro\ANX.RenderSystem.Windows.Metro.csproj", "{FF0AB665-2796-4354-9630-76C2751DB3C2}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DX11", "DX11", "{6285F3EF-07DB-49C9-8CDE-A9092789FE4F}"
ProjectSection(SolutionItems) = preProject
shader\DX11\AlphaTest.fx = shader\DX11\AlphaTest.fx
shader\DX11\BasicEffect.fx = shader\DX11\BasicEffect.fx
shader\DX11\build.xml = shader\DX11\build.xml
shader\DX11\DualTexture.fx = shader\DX11\DualTexture.fx
shader\DX11\EnvironmentMap.fx = shader\DX11\EnvironmentMap.fx
shader\DX11\Skinned.fx = shader\DX11\Skinned.fx
shader\DX11\SpriteBatch.fx = shader\DX11\SpriteBatch.fx
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputSystem.Standard", "InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj", "{49066074-3B7B-4A55-B122-6BD33AB73558}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.Windows.XInput", "InputSystems\ANX.InputDevices.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj", "{60D08399-244F-46A3-91F1-4CFD26D961A3}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.OpenTK", "InputSystems\ANX.InputDevices.OpenTK\ANX.InputDevices.OpenTK.csproj", "{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.Windows.Kinect", "InputSystems\ANX.InputDevices.Windows.Kinect\ANX.InputDevices.Windows.Kinect.csproj", "{E5D69E75-D77C-493F-BBDA-6F9E73B82549}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.Test", "InputSystems\ANX.InputDevices.Test\ANX.InputDevices.Test.csproj", "{5040A9C7-6DEC-4613-8586-A598C4070B35}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MultiRenderTarget", "Samples\MultiRenderTarget\MultiRenderTarget.csproj", "{9C9C6245-35C2-4230-8E17-9038A228227F}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "PlatformSystems", "PlatformSystems", "{1436F7C9-29D3-4FEF-8914-10B45F13D142}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsFormsEditor", "Samples\WindowsFormsEditor\WindowsFormsEditor.csproj", "{441D953C-94C2-42FD-9917-3EB2F6E28173}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WpfEditor", "Samples\WpfEditor\WpfEditor.csproj", "{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModelSample", "Samples\ModelSample\ModelSample\ModelSample.csproj", "{ED081799-AB02-4793-96F8-F9EA7F3192E3}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.PlatformSystem.Windows", "PlatformSystems\ANX.PlatformSystem.Windows\ANX.PlatformSystem.Windows.csproj", "{068EB2E9-963C-4E1B-8831-E25011F11FFE}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.PlatformSystem.Metro", "PlatformSystems\ANX.PlatformSystem.Metro\ANX.PlatformSystem.Metro.csproj", "{04F6041E-475E-4B2A-A889-6A33EABD718B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.PlatformSystem.Linux", "PlatformSystems\ANX.PlatformSystem.Linux\ANX.PlatformSystem.Linux.csproj", "{2B6D0EFF-7874-495F-9226-873ED9649C60}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RecordingSample", "Samples\RecordingSample\RecordingSample.csproj", "{160150D5-38E6-482D-97F5-2624F322A854}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.RenderSystem.PsVita", "RenderSystems\ANX.RenderSystem.PsVita\ANX.RenderSystem.PsVita.csproj", "{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.PlatformSystem.PsVita", "PlatformSystems\ANX.PlatformSystem.PsVita\ANX.PlatformSystem.PsVita.csproj", "{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework.Content.Pipeline", "ANX.Framework.Content.Pipeline\ANX.Framework.Content.Pipeline.csproj", "{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Metro", "Metro", "{32B91ACB-CC8A-4E43-A6F1-FC8F8CAA4D22}"
ProjectSection(SolutionItems) = preProject
shader\Metro\AlphaTest.fx = shader\Metro\AlphaTest.fx
shader\Metro\BasicEffect.fx = shader\Metro\BasicEffect.fx
shader\Metro\build.xml = shader\Metro\build.xml
shader\Metro\DualTexture.fx = shader\Metro\DualTexture.fx
shader\Metro\EnvironmentMap.fx = shader\Metro\EnvironmentMap.fx
shader\Metro\Skinned.fx = shader\Metro\Skinned.fx
shader\Metro\SpriteBatch.fx = shader\Metro\SpriteBatch.fx
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ContentBuilder", "Tools\ContentBuilder\ContentBuilder.csproj", "{10F7894D-E8B5-4DCA-BB08-5C99FA792388}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AnxSampleBrowser", "Tools\AnxSampleBrowser\AnxSampleBrowser.csproj", "{938D5F88-B888-4B04-BEEE-EE701FBA51EF}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XNBInspector", "Tools\XNBInspector\XNBInspector.csproj", "{14B39F89-C9B0-407E-877A-B515C985E96E}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.PsVita", "InputSystems\ANX.InputDevices.PsVita\ANX.InputDevices.PsVita.csproj", "{566293A4-1187-4289-A28C-C74B499D46AA}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.PsVita", "SoundSystems\ANX.SoundSystem.PsVita\ANX.SoundSystem.PsVita.csproj", "{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AudioSample", "Samples\AudioSample\AudioSample.csproj", "{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.ContentCompiler.GUI", "Tools\ANXContentCompilerGUI\ANX.ContentCompiler.GUI.csproj", "{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DualTextureSample", "Samples\DualTextureSample\DualTextureSample.csproj", "{9259CC4E-AE6B-403C-8FAB-2408448C3935}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BasicEffectSample", "Samples\BasicEffectSample\BasicEffectSample.csproj", "{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Support", "Support", "{3E29A6C6-9487-46A7-A161-D8DB84514933}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WaveUtils", "Support\WaveUtils\WaveUtils.csproj", "{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.RenderSystem.GL3", "RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3.csproj", "{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.RenderSystem.Windows.DX10", "RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10.csproj", "{5BE49183-2F6F-4527-AC90-D816911FCF90}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.Windows.ModernUI", "InputSystems\ANX.InputDevices.Windows.ModernUI\ANX.InputDevices.Windows.ModernUI.csproj", "{628AB80A-B1B9-4878-A810-7A58D4840F60}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OnlineStatusGenerator", "Tools\OnlineStatusGenerator\OnlineStatusGenerator.csproj", "{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OggUtils", "Support\OggUtils\OggUtils.csproj", "{ABECEC14-6BF4-4432-833C-69714EB4E8E6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleNoContent", "Samples\SimpleNoContent\SimpleNoContent.csproj", "{AA3DF4D7-F072-47B5-B88C-20140B5F704A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AlphaTestEffectSample", "Samples\AlphaTestEffectSample\AlphaTestEffectSample.csproj", "{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}"
ProjectSection(ProjectDependencies) = postProject
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {75EFAE60-726E-430F-8661-4CF9ABD1306C}
EndProjectSection
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.Null", "SoundSystems\ANX.SoundSystem.Null\ANX.SoundSystem.Null.csproj", "{C4DDFFFF-595E-4089-B499-06F68CAF2566}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework.ContentPipeline.Extensions", "ANX.Framework.ContentPipeline\ANX.Framework.ContentPipeline.Extensions.csproj", "{ECBF60CB-1CF0-4F92-8963-E73115B04B43}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visual Studio", "Visual Studio", "{062DF544-47E2-476B-A16C-EBB3A92C300A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Microsoft.VisualStudio.Project", "Visual Studio\MPF11\Dev11\Src\CSharp\Microsoft.VisualStudio.Project.csproj", "{CACB60A9-1E76-4F92-8831-B134A658C695}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANXVisualStudioPackage", "Visual Studio\ANXVisualStudioPackage\ANXVisualStudioPackage.csproj", "{95E033DF-5EBE-407F-AB36-FD587AEE0C73}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Templates", "Templates", "{CBBFEBB0-6E01-4008-9C3B-362B74E88133}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Effect", "Templates\Items\Effect\Effect.csproj", "{34574F72-7190-47B6-A31D-84A946C5ECE3}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteFont", "Templates\Items\SpriteFont\SpriteFont.csproj", "{BA6B88EA-503E-4A38-87B5-7C49DC001668}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XmlContent", "Templates\Items\XmlContent\XmlContent.csproj", "{FEA3DF8B-813A-4160-8C51-01C6865E614C}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Items", "Items", "{C1E042FA-6D40-45A5-89BA-9D362D9F37D1}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Projects", "Projects", "{D632CC46-7D80-4337-BEF0-EA3154A51210}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Content Project (empty)", "Templates\Projects\Content\Content Project (empty)\Content Project (empty).csproj", "{0DE366B8-6521-4123-BBAD-EA31F447737C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModernUI Game (without ContentProject)", "Templates\Projects\ModernUI\ModernUI Game (without ContentProject)\ModernUI Game (without ContentProject).csproj", "{4F99B523-CD6B-4154-9045-813F937864A8}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModernUI Game (with ContentProject)", "Templates\Projects\ModernUI\ModernUI Game (with ContentProject)\ModernUI Game (with ContentProject).csproj", "{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Windows Game (with ContentProject)", "Templates\Projects\Windows\Windows Game (with ContentProject)\Windows Game (with ContentProject).csproj", "{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Windows Game (without ContentProject)", "Templates\Projects\Windows\Windows Game (without ContentProject)\Windows Game (without ContentProject).csproj", "{FB33EB42-9490-49E0-91EC-DDEFFED48686}"
EndProject
Project("{75EFAE60-726E-430F-8661-4CF9ABD1306C}") = "SampleContent", "Samples\SampleContent\SampleContent.cproj", "{75EFAE60-726E-430F-8661-4CF9ABD1306C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework.Content.Pipeline.Assimp", "ANX.Framework.Content.Pipeline.Assimp\ANX.Framework.Content.Pipeline.Assimp.csproj", "{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}"
EndProject
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Android = Debug|Android
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|iOS = Debug|iOS
Debug|Linux = Debug|Linux
Debug|Mac OS = Debug|Mac OS
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|PS Vita = Debug|PS Vita
Debug|Windows = Debug|Windows
Debug|Windows Metro = Debug|Windows Metro
Debug|Windows Phone = Debug|Windows Phone
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Debug|Xbox 360 = Debug|Xbox 360
Release|Android = Release|Android
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|iOS = Release|iOS
Release|Linux = Release|Linux
Release|Mac OS = Release|Mac OS
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Release|Mixed Platforms = Release|Mixed Platforms
Release|PS Vita = Release|PS Vita
Release|Windows = Release|Windows
Release|Windows Metro = Release|Windows Metro
Release|Windows Phone = Release|Windows Phone
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Release|x64 = Release|x64
Release|x86 = Release|x86
Release|Xbox 360 = Release|Xbox 360
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|ARM.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|iOS.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Linux.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Windows.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|x64.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|x86.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Any CPU.Build.0 = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|ARM.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|iOS.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Linux.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|PS Vita.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Windows.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|x64.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|x86.ActiveCfg = Release|Any CPU
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|ARM.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|iOS.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Linux.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Windows.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|x64.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|x86.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Any CPU.Build.0 = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|ARM.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|iOS.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Linux.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|PS Vita.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Windows.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|x64.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|x86.ActiveCfg = Release|Any CPU
{7344BBEB-A1C7-43A8-B68E-D42B81973DA9}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Any CPU.ActiveCfg = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Any CPU.Build.0 = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|ARM.ActiveCfg = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|iOS.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Linux.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Mixed Platforms.Build.0 = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Windows.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|x64.ActiveCfg = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|x86.ActiveCfg = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|x86.Build.0 = Debug|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Any CPU.ActiveCfg = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|ARM.ActiveCfg = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|iOS.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Linux.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Mixed Platforms.ActiveCfg = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Mixed Platforms.Build.0 = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|PS Vita.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Windows.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|x64.ActiveCfg = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|x86.ActiveCfg = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|x86.Build.0 = Release|x86
{9D8DC781-2E0D-4348-BAD9-745F91428A3F}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Any CPU.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Any CPU.Build.0 = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|ARM.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|iOS.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Linux.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Mixed Platforms.Build.0 = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|PS Vita.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Windows.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Windows Metro.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|x64.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|x86.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|x86.Build.0 = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Debug|Xbox 360.ActiveCfg = Debug|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Any CPU.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|ARM.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|iOS.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Linux.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Mixed Platforms.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Mixed Platforms.Build.0 = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|PS Vita.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Windows.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Windows Metro.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|x64.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|x86.ActiveCfg = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|x86.Build.0 = Release|x86
{F945515B-394D-4ED4-80E0-98EB59B69D24}.Release|Xbox 360.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Any CPU.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Any CPU.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|ARM.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|iOS.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Linux.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Mixed Platforms.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|PS Vita.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows Metro.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|x64.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|x86.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|x86.Build.0 = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Debug|Xbox 360.ActiveCfg = Debug|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Any CPU.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|ARM.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|iOS.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Linux.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mixed Platforms.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Mixed Platforms.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|PS Vita.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows Metro.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|x64.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|x86.ActiveCfg = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|x86.Build.0 = Release|x86
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5}.Release|Xbox 360.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Any CPU.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Any CPU.Build.0 = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|ARM.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|iOS.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Linux.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Mixed Platforms.Build.0 = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|PS Vita.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Windows.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Windows Metro.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|x64.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|x86.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|x86.Build.0 = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Debug|Xbox 360.ActiveCfg = Debug|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Any CPU.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|ARM.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|iOS.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Linux.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Mixed Platforms.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Mixed Platforms.Build.0 = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|PS Vita.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Windows.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Windows Metro.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|x64.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|x86.ActiveCfg = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|x86.Build.0 = Release|x86
{BC79B021-10E4-4D01-945A-7048FFF53A22}.Release|Xbox 360.ActiveCfg = Release|x86
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|ARM.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|iOS.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Linux.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Windows.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|x64.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|x86.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Any CPU.Build.0 = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|ARM.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|iOS.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Linux.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|PS Vita.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Windows.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|x64.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|x86.ActiveCfg = Release|Any CPU
{6A582788-C4D2-410C-96CD-177F75712D65}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Any CPU.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Any CPU.Build.0 = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|ARM.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|iOS.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Linux.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Mixed Platforms.Build.0 = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|PS Vita.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Windows.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Windows Metro.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|x64.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|x86.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|x86.Build.0 = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Debug|Xbox 360.ActiveCfg = Debug|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Any CPU.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|ARM.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|iOS.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Linux.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Mixed Platforms.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Mixed Platforms.Build.0 = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|PS Vita.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Windows.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Windows Metro.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|x64.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|x86.ActiveCfg = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|x86.Build.0 = Release|x86
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}.Release|Xbox 360.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Any CPU.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Any CPU.Build.0 = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|ARM.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|iOS.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Linux.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Mixed Platforms.Build.0 = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|PS Vita.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Windows.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Windows Metro.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|x64.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|x86.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|x86.Build.0 = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Debug|Xbox 360.ActiveCfg = Debug|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Any CPU.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|ARM.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|iOS.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Linux.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Mixed Platforms.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Mixed Platforms.Build.0 = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|PS Vita.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Windows.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Windows Metro.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|x64.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|x86.ActiveCfg = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|x86.Build.0 = Release|x86
{B5209A04-B2F8-4033-A5E7-545BE771214C}.Release|Xbox 360.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Any CPU.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Any CPU.Build.0 = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|ARM.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|iOS.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Linux.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Mixed Platforms.Build.0 = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|PS Vita.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Windows.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Windows Metro.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|x64.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|x86.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|x86.Build.0 = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Debug|Xbox 360.ActiveCfg = Debug|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Any CPU.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|ARM.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|iOS.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Linux.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Mixed Platforms.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Mixed Platforms.Build.0 = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|PS Vita.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Windows.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Windows Metro.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|x64.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|x86.ActiveCfg = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|x86.Build.0 = Release|x86
{A42413A9-5189-40CB-AACA-D50F24865431}.Release|Xbox 360.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Any CPU.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Any CPU.Build.0 = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|ARM.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|iOS.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Linux.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Mixed Platforms.Build.0 = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|PS Vita.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Windows.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Windows Metro.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|x64.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|x86.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|x86.Build.0 = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Debug|Xbox 360.ActiveCfg = Debug|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Any CPU.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|ARM.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|iOS.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Linux.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Mixed Platforms.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Mixed Platforms.Build.0 = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|PS Vita.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Windows.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Windows Metro.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|x64.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|x86.ActiveCfg = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|x86.Build.0 = Release|x86
{D73E5FF4-AE88-4637-8159-120FBDA564BF}.Release|Xbox 360.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Any CPU.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Any CPU.Build.0 = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|ARM.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|iOS.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Linux.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Mixed Platforms.Build.0 = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|PS Vita.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Windows.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Windows Metro.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|x64.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|x86.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|x86.Build.0 = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Debug|Xbox 360.ActiveCfg = Debug|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Any CPU.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|ARM.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|iOS.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Linux.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Mixed Platforms.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Mixed Platforms.Build.0 = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|PS Vita.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Windows.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Windows Metro.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|x64.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|x86.ActiveCfg = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|x86.Build.0 = Release|x86
{B30DE9C2-0926-46B6-8351-9AF276C472D5}.Release|Xbox 360.ActiveCfg = Release|x86
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Android.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Any CPU.Build.0 = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|ARM.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|iOS.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Linux.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Windows.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|x64.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|x86.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Android.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Any CPU.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Any CPU.Build.0 = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|ARM.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|iOS.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Linux.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Mac OS.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|PS Vita.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Windows.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|x64.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|x86.ActiveCfg = Release|Any CPU
{05233BB1-444F-43F6-A3DF-B82AA924E094}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Any CPU.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Any CPU.Build.0 = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|ARM.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|iOS.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Linux.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Mixed Platforms.Build.0 = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|PS Vita.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Windows.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Windows Metro.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|x64.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|x86.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|x86.Build.0 = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Debug|Xbox 360.ActiveCfg = Debug|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Any CPU.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|ARM.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|iOS.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Linux.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Mixed Platforms.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Mixed Platforms.Build.0 = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|PS Vita.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Windows.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Windows Metro.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x64.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.Build.0 = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Xbox 360.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Any CPU.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Any CPU.Build.0 = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|ARM.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|iOS.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Linux.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.Build.0 = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|PS Vita.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Windows.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Windows Metro.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x64.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.Build.0 = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Xbox 360.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Any CPU.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|ARM.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|iOS.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Linux.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.Build.0 = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|PS Vita.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Windows.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Windows Metro.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x64.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.Build.0 = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Xbox 360.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Any CPU.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Any CPU.Build.0 = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|ARM.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|iOS.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Linux.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Mixed Platforms.Build.0 = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|PS Vita.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Windows.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Windows Metro.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|x64.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|x86.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|x86.Build.0 = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Debug|Xbox 360.ActiveCfg = Debug|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Any CPU.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|ARM.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|iOS.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Linux.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Mixed Platforms.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Mixed Platforms.Build.0 = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|PS Vita.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Windows.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Windows Metro.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|x64.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|x86.ActiveCfg = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|x86.Build.0 = Release|x86
{57097B7A-A283-4409-8AAC-35BF0F458657}.Release|Xbox 360.ActiveCfg = Release|x86
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|ARM.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|iOS.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Linux.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Windows.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|x64.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|x86.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Any CPU.Build.0 = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|ARM.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|iOS.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Linux.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|PS Vita.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Windows.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|x64.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|x86.ActiveCfg = Release|Any CPU
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|ARM.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|iOS.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Linux.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Windows.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|x64.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|x86.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Any CPU.Build.0 = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|ARM.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|iOS.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Linux.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|PS Vita.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Windows.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|x64.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|x86.ActiveCfg = Release|Any CPU
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|ARM.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|iOS.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Linux.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Windows.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|x64.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|x86.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Any CPU.Build.0 = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|ARM.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|iOS.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Linux.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|PS Vita.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Windows.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|x64.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|x86.ActiveCfg = Release|Any CPU
{FF0AB665-2796-4354-9630-76C2751DB3C2}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Any CPU.Build.0 = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|ARM.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|iOS.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Linux.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Windows.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|x64.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|x86.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Any CPU.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Any CPU.Build.0 = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|ARM.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|iOS.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Linux.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|PS Vita.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Windows.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|x64.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|x86.ActiveCfg = Release|Any CPU
{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|ARM.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|iOS.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Linux.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Windows.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|x64.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|x86.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Any CPU.Build.0 = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|ARM.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|iOS.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Linux.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|PS Vita.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Windows.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|x64.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|x86.ActiveCfg = Release|Any CPU
{60D08399-244F-46A3-91F1-4CFD26D961A3}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|ARM.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|iOS.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Linux.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Windows.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|x64.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|x86.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Any CPU.Build.0 = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|ARM.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|iOS.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Linux.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|PS Vita.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Windows.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|x64.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|x86.ActiveCfg = Release|Any CPU
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Any CPU.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Any CPU.Build.0 = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|ARM.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|iOS.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Linux.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Mixed Platforms.Build.0 = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|PS Vita.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Windows.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Windows Metro.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|x64.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|x86.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|x86.Build.0 = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Debug|Xbox 360.ActiveCfg = Debug|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Any CPU.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|ARM.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|iOS.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Linux.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Mixed Platforms.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Mixed Platforms.Build.0 = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|PS Vita.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Windows.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Windows Metro.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|x64.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|x86.ActiveCfg = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|x86.Build.0 = Release|x86
{E5D69E75-D77C-493F-BBDA-6F9E73B82549}.Release|Xbox 360.ActiveCfg = Release|x86
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|ARM.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|iOS.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Linux.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Windows.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|x64.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|x86.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Any CPU.Build.0 = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|ARM.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|iOS.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Linux.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|PS Vita.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Windows.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|x64.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|x86.ActiveCfg = Release|Any CPU
{5040A9C7-6DEC-4613-8586-A598C4070B35}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Android.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|ARM.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|iOS.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Linux.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Windows.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|x64.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|x86.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Android.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Any CPU.Build.0 = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|ARM.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|iOS.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Linux.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Mac OS.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|PS Vita.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Windows.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|x64.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|x86.ActiveCfg = Release|Any CPU
{9C9C6245-35C2-4230-8E17-9038A228227F}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Any CPU.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Any CPU.Build.0 = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|ARM.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|iOS.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Linux.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Mixed Platforms.Build.0 = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|PS Vita.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Windows.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Windows Metro.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|x64.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|x86.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|x86.Build.0 = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Debug|Xbox 360.ActiveCfg = Debug|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Any CPU.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|ARM.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|iOS.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Linux.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Mixed Platforms.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Mixed Platforms.Build.0 = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|PS Vita.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Windows.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Windows Metro.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|x64.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|x86.ActiveCfg = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|x86.Build.0 = Release|x86
{441D953C-94C2-42FD-9917-3EB2F6E28173}.Release|Xbox 360.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Any CPU.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Any CPU.Build.0 = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|ARM.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|iOS.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Linux.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Mixed Platforms.Build.0 = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|PS Vita.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Windows.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Windows Metro.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|x64.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|x86.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|x86.Build.0 = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Debug|Xbox 360.ActiveCfg = Debug|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Any CPU.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|ARM.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|iOS.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Linux.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Mixed Platforms.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Mixed Platforms.Build.0 = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|PS Vita.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Windows.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Windows Metro.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|x64.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|x86.ActiveCfg = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|x86.Build.0 = Release|x86
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}.Release|Xbox 360.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Any CPU.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Any CPU.Build.0 = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|ARM.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|iOS.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Linux.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Mixed Platforms.Build.0 = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|PS Vita.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Windows.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Windows Metro.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|x64.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|x86.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|x86.Build.0 = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Debug|Xbox 360.ActiveCfg = Debug|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Any CPU.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|ARM.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|iOS.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Linux.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Mixed Platforms.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Mixed Platforms.Build.0 = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|PS Vita.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Windows.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Windows Metro.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|x64.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|x86.ActiveCfg = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|x86.Build.0 = Release|x86
{ED081799-AB02-4793-96F8-F9EA7F3192E3}.Release|Xbox 360.ActiveCfg = Release|x86
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|ARM.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|iOS.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Linux.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Windows.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|x64.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|x86.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Any CPU.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Any CPU.Build.0 = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|ARM.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|iOS.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Linux.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|PS Vita.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Windows.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|x64.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|x86.ActiveCfg = Release|Any CPU
{068EB2E9-963C-4E1B-8831-E25011F11FFE}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|ARM.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|iOS.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Linux.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Windows.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|x64.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|x86.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Any CPU.Build.0 = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|ARM.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|iOS.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Linux.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|PS Vita.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Windows.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|x64.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|x86.ActiveCfg = Release|Any CPU
{04F6041E-475E-4B2A-A889-6A33EABD718B}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Any CPU.Build.0 = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|ARM.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|iOS.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Linux.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Windows.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|x64.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|x86.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Any CPU.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Any CPU.Build.0 = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|ARM.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|iOS.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Linux.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|PS Vita.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Windows.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|x64.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|x86.ActiveCfg = Release|Any CPU
{2B6D0EFF-7874-495F-9226-873ED9649C60}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Any CPU.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Any CPU.Build.0 = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|ARM.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|iOS.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Linux.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Mixed Platforms.Build.0 = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|PS Vita.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Windows.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Windows Metro.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|x64.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|x86.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|x86.Build.0 = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Debug|Xbox 360.ActiveCfg = Debug|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Any CPU.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|ARM.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|iOS.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Linux.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Mixed Platforms.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Mixed Platforms.Build.0 = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|PS Vita.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Windows.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Windows Metro.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{160150D5-38E6-482D-97F5-2624F322A854}.Release|x64.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|x86.ActiveCfg = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|x86.Build.0 = Release|x86
{160150D5-38E6-482D-97F5-2624F322A854}.Release|Xbox 360.ActiveCfg = Release|x86
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|ARM.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|iOS.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Linux.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Windows.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|x64.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|x86.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Any CPU.Build.0 = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|ARM.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|iOS.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Linux.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|PS Vita.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Windows.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|x64.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|x86.ActiveCfg = Release|Any CPU
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|ARM.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|iOS.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Linux.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Windows.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|x64.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|x86.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Any CPU.Build.0 = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|ARM.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|iOS.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Linux.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|PS Vita.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Windows.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|x64.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|x86.ActiveCfg = Release|Any CPU
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|ARM.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|iOS.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Linux.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Windows.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|x64.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|x86.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Any CPU.Build.0 = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|ARM.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|iOS.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Linux.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|PS Vita.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Windows.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|x64.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|x86.ActiveCfg = Release|Any CPU
{2DAFDFC1-223B-4741-87BB-BE3D0A7617DB}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Any CPU.ActiveCfg = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Any CPU.Build.0 = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|ARM.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|iOS.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Linux.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Mixed Platforms.Build.0 = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Windows.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|x64.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|x86.ActiveCfg = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|x86.Build.0 = Debug|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Any CPU.ActiveCfg = Release|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|ARM.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|iOS.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Linux.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Mixed Platforms.ActiveCfg = Release|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Mixed Platforms.Build.0 = Release|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|PS Vita.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Windows.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|x64.ActiveCfg = Release|Any CPU
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|x86.ActiveCfg = Release|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|x86.Build.0 = Release|x86
{10F7894D-E8B5-4DCA-BB08-5C99FA792388}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Any CPU.ActiveCfg = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Any CPU.Build.0 = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|ARM.ActiveCfg = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|iOS.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Linux.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Mixed Platforms.Build.0 = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Windows.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|x64.ActiveCfg = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|x86.ActiveCfg = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|x86.Build.0 = Debug|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Any CPU.ActiveCfg = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|ARM.ActiveCfg = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|iOS.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Linux.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Mixed Platforms.ActiveCfg = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Mixed Platforms.Build.0 = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|PS Vita.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Windows.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|x64.ActiveCfg = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|x86.ActiveCfg = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|x86.Build.0 = Release|x86
{938D5F88-B888-4B04-BEEE-EE701FBA51EF}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Any CPU.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Any CPU.Build.0 = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|ARM.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|iOS.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Linux.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Mixed Platforms.Build.0 = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|PS Vita.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Windows.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Windows Metro.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|x64.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|x86.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|x86.Build.0 = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Debug|Xbox 360.ActiveCfg = Debug|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Any CPU.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|ARM.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|iOS.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Linux.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Mixed Platforms.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Mixed Platforms.Build.0 = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|PS Vita.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Windows.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Windows Metro.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|x64.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|x86.ActiveCfg = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|x86.Build.0 = Release|x86
{14B39F89-C9B0-407E-877A-B515C985E96E}.Release|Xbox 360.ActiveCfg = Release|x86
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Any CPU.Build.0 = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|ARM.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|iOS.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Linux.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Windows.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|x64.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|x86.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Any CPU.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Any CPU.Build.0 = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|ARM.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|iOS.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Linux.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|PS Vita.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Windows.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|x64.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|x86.ActiveCfg = Release|Any CPU
{566293A4-1187-4289-A28C-C74B499D46AA}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|ARM.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|iOS.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Linux.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Windows.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|x64.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|x86.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Any CPU.Build.0 = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|ARM.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|iOS.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Linux.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|PS Vita.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Windows.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|x64.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|x86.ActiveCfg = Release|Any CPU
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Android.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|ARM.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|iOS.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Linux.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Windows.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|x64.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|x86.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Android.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Any CPU.Build.0 = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|ARM.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|iOS.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Linux.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Mac OS.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|PS Vita.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Windows.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|x64.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|x86.ActiveCfg = Release|Any CPU
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|ARM.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|iOS.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Linux.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Windows.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|x64.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|x86.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Any CPU.Build.0 = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|ARM.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|iOS.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Linux.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|PS Vita.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Windows.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|x64.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|x86.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Android.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|ARM.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|iOS.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Linux.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Windows.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|x64.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|x86.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Android.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Any CPU.Build.0 = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|ARM.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|iOS.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Linux.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Mac OS.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|PS Vita.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Windows.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|x64.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|x86.ActiveCfg = Release|Any CPU
{9259CC4E-AE6B-403C-8FAB-2408448C3935}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Android.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|ARM.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|iOS.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Linux.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Windows.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|x64.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|x86.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Android.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Any CPU.Build.0 = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|ARM.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|iOS.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Linux.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Mac OS.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|PS Vita.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Windows.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|x64.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|x86.ActiveCfg = Release|Any CPU
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|ARM.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|iOS.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Linux.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Windows.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|x64.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|x86.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Any CPU.Build.0 = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|ARM.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|iOS.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Linux.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|PS Vita.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Windows.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|x64.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|x86.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|ARM.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|iOS.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Linux.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Windows.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|x64.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|x86.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Any CPU.Build.0 = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|ARM.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|iOS.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Linux.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|PS Vita.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Windows.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|x64.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|x86.ActiveCfg = Release|Any CPU
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|ARM.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|iOS.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Linux.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Windows.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|x64.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|x86.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Any CPU.Build.0 = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|ARM.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|iOS.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Linux.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|PS Vita.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Windows.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|x64.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|x86.ActiveCfg = Release|Any CPU
{5BE49183-2F6F-4527-AC90-D816911FCF90}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Any CPU.Build.0 = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|ARM.ActiveCfg = Debug|ARM
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|ARM.Build.0 = Debug|ARM
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|iOS.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Linux.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Windows.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|x64.ActiveCfg = Debug|x64
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|x64.Build.0 = Debug|x64
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|x86.ActiveCfg = Debug|x86
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|x86.Build.0 = Debug|x86
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Any CPU.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Any CPU.Build.0 = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|ARM.ActiveCfg = Release|ARM
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|ARM.Build.0 = Release|ARM
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|iOS.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Linux.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|PS Vita.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Windows.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|x64.ActiveCfg = Release|x64
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|x64.Build.0 = Release|x64
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|x86.ActiveCfg = Release|x86
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|x86.Build.0 = Release|x86
{628AB80A-B1B9-4878-A810-7A58D4840F60}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Android.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Any CPU.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|ARM.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|iOS.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Linux.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Mac OS.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Mixed Platforms.Build.0 = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|PS Vita.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Windows.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Windows Metro.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Windows Phone.ActiveCfg = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|x64.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|x86.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|x86.Build.0 = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Debug|Xbox 360.ActiveCfg = Debug|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Android.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Any CPU.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|ARM.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|iOS.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Linux.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Mac OS.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Mixed Platforms.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Mixed Platforms.Build.0 = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|PS Vita.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Windows.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Windows Metro.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Windows Phone.ActiveCfg = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|x64.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|x86.ActiveCfg = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|x86.Build.0 = Release|x86
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01}.Release|Xbox 360.ActiveCfg = Release|x86
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|ARM.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|iOS.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Linux.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Windows.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|x64.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|x86.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Any CPU.Build.0 = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|ARM.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|iOS.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Linux.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|PS Vita.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Windows.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|x64.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|x86.ActiveCfg = Release|Any CPU
{ABECEC14-6BF4-4432-833C-69714EB4E8E6}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|ARM.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|iOS.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Linux.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Windows.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|x64.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|x86.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Any CPU.Build.0 = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|ARM.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|iOS.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Linux.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|PS Vita.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Windows.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|x64.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|x86.ActiveCfg = Release|Any CPU
{AA3DF4D7-F072-47B5-B88C-20140B5F704A}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Android.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|ARM.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|iOS.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Linux.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Windows.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|x64.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|x86.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Android.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Any CPU.Build.0 = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|ARM.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|iOS.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Linux.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Mac OS.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|PS Vita.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Windows.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|x64.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|x86.ActiveCfg = Release|Any CPU
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Android.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|ARM.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|iOS.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Linux.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Windows.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|x64.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|x86.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Android.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Any CPU.Build.0 = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|ARM.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|iOS.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Linux.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Mac OS.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|PS Vita.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Windows.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Windows Phone.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|x64.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|x86.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Android.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Android.Build.0 = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Any CPU.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Any CPU.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|ARM.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|ARM.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|iOS.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|iOS.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Linux.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Linux.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Mac OS.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Mac OS.Build.0 = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Mixed Platforms.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|PS Vita.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|PS Vita.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows Metro.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows Metro.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows Phone.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Windows Phone.Build.0 = Debug|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|x64.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|x64.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|x86.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|x86.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Xbox 360.ActiveCfg = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Debug|Xbox 360.Build.0 = Debug|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Android.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Android.Build.0 = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Any CPU.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Any CPU.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|ARM.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|ARM.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|iOS.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|iOS.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Linux.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Linux.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Mac OS.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Mac OS.Build.0 = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Mixed Platforms.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Mixed Platforms.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|PS Vita.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|PS Vita.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows Metro.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows Metro.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows Phone.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Windows Phone.Build.0 = Release|x86
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|x64.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|x64.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|x86.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|x86.Build.0 = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Xbox 360.ActiveCfg = Release|x86
{ECBF60CB-1CF0-4F92-8963-E73115B04B43}.Release|Xbox 360.Build.0 = Release|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Android.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|ARM.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|iOS.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Linux.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Mixed Platforms.Build.0 = Debug|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Windows.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|x64.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|x86.ActiveCfg = Debug|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|x86.Build.0 = Debug|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Android.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Any CPU.Build.0 = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|ARM.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|iOS.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Linux.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Mac OS.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Mixed Platforms.ActiveCfg = Release|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Mixed Platforms.Build.0 = Release|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|PS Vita.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Windows.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|x64.ActiveCfg = Release|Any CPU
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|x86.ActiveCfg = Release|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|x86.Build.0 = Release|x86
{CACB60A9-1E76-4F92-8831-B134A658C695}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Android.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Any CPU.Build.0 = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|ARM.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|iOS.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Linux.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Mixed Platforms.Build.0 = Debug|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Windows.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|x64.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|x86.ActiveCfg = Debug|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|x86.Build.0 = Debug|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Android.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Any CPU.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Any CPU.Build.0 = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|ARM.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|iOS.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Linux.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Mac OS.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Mixed Platforms.ActiveCfg = Release|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Mixed Platforms.Build.0 = Release|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|PS Vita.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Windows.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|x64.ActiveCfg = Release|Any CPU
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|x86.ActiveCfg = Release|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|x86.Build.0 = Release|x86
{95E033DF-5EBE-407F-AB36-FD587AEE0C73}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Android.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|ARM.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|iOS.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Linux.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Windows.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|x64.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|x86.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Android.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Any CPU.Build.0 = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|ARM.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|iOS.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Linux.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Mac OS.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|PS Vita.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Windows.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|x64.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|x86.ActiveCfg = Release|Any CPU
{34574F72-7190-47B6-A31D-84A946C5ECE3}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Android.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|ARM.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|iOS.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Linux.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Windows.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|x64.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|x86.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Android.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Any CPU.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Any CPU.Build.0 = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|ARM.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|iOS.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Linux.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Mac OS.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|PS Vita.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Windows.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|x64.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|x86.ActiveCfg = Release|Any CPU
{BA6B88EA-503E-4A38-87B5-7C49DC001668}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Android.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|ARM.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|iOS.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Linux.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Windows.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|x64.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|x86.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Android.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Any CPU.Build.0 = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|ARM.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|iOS.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Linux.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Mac OS.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|PS Vita.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Windows.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|x64.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|x86.ActiveCfg = Release|Any CPU
{FEA3DF8B-813A-4160-8C51-01C6865E614C}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Android.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|ARM.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|iOS.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Linux.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Windows.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|x64.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|x86.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Android.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Any CPU.Build.0 = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|ARM.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|iOS.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Linux.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Mac OS.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|PS Vita.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Windows.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|x64.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|x86.ActiveCfg = Release|Any CPU
{0DE366B8-6521-4123-BBAD-EA31F447737C}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Android.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|ARM.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|iOS.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Linux.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Windows.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|x64.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|x86.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Android.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Any CPU.Build.0 = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|ARM.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|iOS.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Linux.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Mac OS.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|PS Vita.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Windows.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|x64.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|x86.ActiveCfg = Release|Any CPU
{4F99B523-CD6B-4154-9045-813F937864A8}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Android.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|ARM.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|iOS.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Linux.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Windows.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|x64.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|x86.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Android.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Any CPU.Build.0 = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|ARM.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|iOS.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Linux.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Mac OS.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|PS Vita.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Windows.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|x64.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|x86.ActiveCfg = Release|Any CPU
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Android.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|ARM.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|iOS.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Linux.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Windows.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|x64.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|x86.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Android.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Any CPU.Build.0 = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|ARM.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|iOS.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Linux.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Mac OS.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|PS Vita.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Windows.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|x64.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|x86.ActiveCfg = Release|Any CPU
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Android.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|ARM.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|iOS.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Linux.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Windows.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|x64.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|x86.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Android.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Any CPU.Build.0 = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|ARM.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|iOS.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Linux.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Mac OS.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|PS Vita.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Windows.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|x64.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|x86.ActiveCfg = Release|Any CPU
{FB33EB42-9490-49E0-91EC-DDEFFED48686}.Release|Xbox 360.ActiveCfg = Release|Any CPU
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Android.ActiveCfg = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Android.Build.0 = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Any CPU.ActiveCfg = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|ARM.ActiveCfg = Debug|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|iOS.ActiveCfg = Debug|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|iOS.Build.0 = Debug|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Linux.ActiveCfg = Debug|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Linux.Build.0 = Debug|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mac OS.ActiveCfg = Debug|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mac OS.Build.0 = Debug|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mixed Platforms.ActiveCfg = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Mixed Platforms.Build.0 = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|PS Vita.ActiveCfg = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|PS Vita.Build.0 = Debug|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows.ActiveCfg = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows.Build.0 = Debug|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Metro.ActiveCfg = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Metro.Build.0 = Debug|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Phone.ActiveCfg = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Windows Phone.Build.0 = Debug|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|x64.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|x86.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Xbox 360.ActiveCfg = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Debug|Xbox 360.Build.0 = Debug|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Android.Build.0 = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Any CPU.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|ARM.ActiveCfg = Release|Android
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.ActiveCfg = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|iOS.Build.0 = Release|iOS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.ActiveCfg = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Linux.Build.0 = Release|Linux
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.ActiveCfg = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mac OS.Build.0 = Release|Mac OS
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Mixed Platforms.Build.0 = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.ActiveCfg = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|PS Vita.Build.0 = Release|PS Vita
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.ActiveCfg = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows.Build.0 = Release|Windows
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.ActiveCfg = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Metro.Build.0 = Release|Windows Metro
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.ActiveCfg = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Windows Phone.Build.0 = Release|Windows Phone
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|x64.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|x86.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Xbox 360.ActiveCfg = Release|XBox 360
{75EFAE60-726E-430F-8661-4CF9ABD1306C}.Release|Xbox 360.Build.0 = Release|XBox 360
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Android.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|ARM.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|iOS.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Linux.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Mac OS.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|PS Vita.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Windows.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Windows Metro.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Windows Phone.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|x64.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|x86.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Debug|Xbox 360.ActiveCfg = Debug|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Android.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Any CPU.Build.0 = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|ARM.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|iOS.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Linux.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Mac OS.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|PS Vita.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Windows.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Windows Metro.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Windows Phone.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|x64.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|x86.ActiveCfg = Release|Any CPU
{8B0D9390-6F41-4CDB-810B-46A9EE3C3F1B}.Release|Xbox 360.ActiveCfg = Release|Any CPU
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{9D8DC781-2E0D-4348-BAD9-745F91428A3F} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{F945515B-394D-4ED4-80E0-98EB59B69D24} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{AAA20E99-A897-4C91-A23E-D02B8F08ACA5} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{BC79B021-10E4-4D01-945A-7048FFF53A22} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{6A582788-C4D2-410C-96CD-177F75712D65} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{B5209A04-B2F8-4033-A5E7-545BE771214C} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{A42413A9-5189-40CB-AACA-D50F24865431} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{E4FFD875-95FC-48F2-8B6D-8483D0B71666} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{D73E5FF4-AE88-4637-8159-120FBDA564BF} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{BD648BB8-EF28-453C-B4F5-EE3C93EB4DAF} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{B30DE9C2-0926-46B6-8351-9AF276C472D5} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{05233BB1-444F-43F6-A3DF-B82AA924E094} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{41E6C2CF-51EA-4D8E-96AE-739CA3951766} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{57097B7A-A283-4409-8AAC-35BF0F458657} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{FF0AB665-2796-4354-9630-76C2751DB3C2} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{6285F3EF-07DB-49C9-8CDE-A9092789FE4F} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{49066074-3B7B-4A55-B122-6BD33AB73558} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{60D08399-244F-46A3-91F1-4CFD26D961A3} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{E5D69E75-D77C-493F-BBDA-6F9E73B82549} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{5040A9C7-6DEC-4613-8586-A598C4070B35} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{9C9C6245-35C2-4230-8E17-9038A228227F} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{441D953C-94C2-42FD-9917-3EB2F6E28173} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{EFC485F7-3E0A-40AB-B79D-E07FE86FC386} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{ED081799-AB02-4793-96F8-F9EA7F3192E3} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{068EB2E9-963C-4E1B-8831-E25011F11FFE} = {1436F7C9-29D3-4FEF-8914-10B45F13D142}
{04F6041E-475E-4B2A-A889-6A33EABD718B} = {1436F7C9-29D3-4FEF-8914-10B45F13D142}
{2B6D0EFF-7874-495F-9226-873ED9649C60} = {1436F7C9-29D3-4FEF-8914-10B45F13D142}
{160150D5-38E6-482D-97F5-2624F322A854} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{2B71A7C2-0D18-4E3D-AE5A-320641D1162A} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{2CF3FE4D-586E-4B07-8BF0-1E84B670F0AD} = {1436F7C9-29D3-4FEF-8914-10B45F13D142}
{32B91ACB-CC8A-4E43-A6F1-FC8F8CAA4D22} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{10F7894D-E8B5-4DCA-BB08-5C99FA792388} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{938D5F88-B888-4B04-BEEE-EE701FBA51EF} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{14B39F89-C9B0-407E-877A-B515C985E96E} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{566293A4-1187-4289-A28C-C74B499D46AA} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{9259CC4E-AE6B-403C-8FAB-2408448C3935} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{D810F12D-6CE9-4755-AC6A-5DFEC7D1C782} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C} = {3E29A6C6-9487-46A7-A161-D8DB84514933}
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{5BE49183-2F6F-4527-AC90-D816911FCF90} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{628AB80A-B1B9-4878-A810-7A58D4840F60} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{6119ADEE-7047-4E29-BEC2-00F8D6D0EA01} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{ABECEC14-6BF4-4432-833C-69714EB4E8E6} = {3E29A6C6-9487-46A7-A161-D8DB84514933}
{AA3DF4D7-F072-47B5-B88C-20140B5F704A} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{C4DDFFFF-595E-4089-B499-06F68CAF2566} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{CACB60A9-1E76-4F92-8831-B134A658C695} = {062DF544-47E2-476B-A16C-EBB3A92C300A}
{95E033DF-5EBE-407F-AB36-FD587AEE0C73} = {062DF544-47E2-476B-A16C-EBB3A92C300A}
{34574F72-7190-47B6-A31D-84A946C5ECE3} = {C1E042FA-6D40-45A5-89BA-9D362D9F37D1}
{BA6B88EA-503E-4A38-87B5-7C49DC001668} = {C1E042FA-6D40-45A5-89BA-9D362D9F37D1}
{FEA3DF8B-813A-4160-8C51-01C6865E614C} = {C1E042FA-6D40-45A5-89BA-9D362D9F37D1}
{C1E042FA-6D40-45A5-89BA-9D362D9F37D1} = {CBBFEBB0-6E01-4008-9C3B-362B74E88133}
{D632CC46-7D80-4337-BEF0-EA3154A51210} = {CBBFEBB0-6E01-4008-9C3B-362B74E88133}
{0DE366B8-6521-4123-BBAD-EA31F447737C} = {D632CC46-7D80-4337-BEF0-EA3154A51210}
{4F99B523-CD6B-4154-9045-813F937864A8} = {D632CC46-7D80-4337-BEF0-EA3154A51210}
{DD7B7FA0-D2BB-4832-9EC6-B810655E9917} = {D632CC46-7D80-4337-BEF0-EA3154A51210}
{C9C2365E-CBA2-4EA2-880B-013EBBC8F4DD} = {D632CC46-7D80-4337-BEF0-EA3154A51210}
{FB33EB42-9490-49E0-91EC-DDEFFED48686} = {D632CC46-7D80-4337-BEF0-EA3154A51210}
{75EFAE60-726E-430F-8661-4CF9ABD1306C} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
EndGlobalSection
GlobalSection(SubversionScc) = preSolution
Svn-Managed = True
Manager = AnkhSVN - Subversion Support for Visual Studio
EndGlobalSection
EndGlobal