godot/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.cs...

25 lines
1.1 KiB
XML

<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<ProjectGuid>{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}</ProjectGuid>
<TargetFramework>net472</TargetFramework>
<LangVersion>7.2</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Build" />
<PackageReference Include="Microsoft.Build" Version="16.5.0" />
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
</ItemGroup>
<ItemGroup>
<!--
The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486
We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when
searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed.
-->
<None Include="MSBuild.exe" CopyToOutputDirectory="Always" />
</ItemGroup>
</Project>