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Merge branch 'develop' into tmp/sprite-prototype
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.config/dotnet-tools.json

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{
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"version": 1,
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"isRoot": true,
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"tools": {
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"csharpierabs": {
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"version": "1.0.4",
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"commands": [
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"csharpier-abs"
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],
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"rollForward": false
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}
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}
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}

.github/workflows/lint.yml

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@@ -10,5 +10,6 @@ jobs:
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- uses: actions/checkout@v4
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- uses: actions/setup-dotnet@v3
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with:
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dotnet-version: '7.0.x'
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- run: yarn lint:all
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dotnet-version: '8.0.x'
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- run: dotnet tool restore
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- run: yarn lint

.github/workflows/steam.yml

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@@ -18,7 +18,8 @@ name: Upload to Steam
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# intend to use include the Pop Pixie app and both depots created in step 1.
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# 6. Follow the steps in https://game.ci/docs/github/deployment/steam/#4-setup-steam-authentication
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# and create the STEAM_USERNAME, and STEAM_CONFIG_VDF and STEAM_APP_ID
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# secrets as required.
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# secrets as required. If on macOS, the config.vdf file may be placed in
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# ~/Library/Application Support/Steam/config/config.vdf.
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on: workflow_call
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.github/workflows/windows.yml

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package_windows:
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name: Package Windows build
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needs: build
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runs-on: windows-latest
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runs-on: windows-2025
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steps:
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- uses: actions/checkout@v4
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path: public
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- name: Compile installer
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uses: anderbellstudios/Inno-Setup-Action@main
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uses: Minionguyjpro/Inno-Setup-Action@11b1cb96144a501c6580661c8d0bdf4bb790171c
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with:
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path: ./installers/windows/pop-pixie.iss
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options: /O+

.gitignore

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/Logs/
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/UserSettings/
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*.csproj
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!pop-pixie.csproj
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/yarn-error.log
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/node_modules
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.husky/pre-commit

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yarn lint:fix
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git update-index --again

.vscode/extensions.json

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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}

.vscode/launch.json

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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Attach to Unity",
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"type": "vstuc",
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"request": "attach"
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}
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]
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}

.vscode/settings.json

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{
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"files.exclude": {
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"**/.DS_Store": true,
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"**/.git": true,
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"**/.vs": true,
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"**/.gitmodules": true,
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"**/.vsconfig": true,
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"**/*.booproj": true,
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"**/*.pidb": true,
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"**/*.suo": true,
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"**/*.user": true,
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"**/*.userprefs": true,
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"**/*.unityproj": true,
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"**/*.dll": true,
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"**/*.exe": true,
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"**/*.pdf": true,
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"**/*.mid": true,
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"**/*.midi": true,
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"**/*.wav": true,
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"**/*.gif": true,
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"**/*.ico": true,
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"**/*.jpg": true,
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"**/*.jpeg": true,
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"**/*.png": true,
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"**/*.psd": true,
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"**/*.tga": true,
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"**/*.tif": true,
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"**/*.tiff": true,
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"**/*.3ds": true,
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"**/*.3DS": true,
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"**/*.fbx": true,
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"**/*.FBX": true,
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"**/*.lxo": true,
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"**/*.LXO": true,
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"**/*.ma": true,
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"**/*.MA": true,
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"**/*.obj": true,
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"**/*.OBJ": true,
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"**/*.asset": true,
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"**/*.cubemap": true,
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"**/*.flare": true,
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"**/*.mat": true,
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"**/*.meta": true,
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"**/*.prefab": true,
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"**/*.unity": true,
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"build/": true,
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"Build/": true,
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"Library/": true,
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"library/": true,
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"obj/": true,
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"Obj/": true,
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"Logs/": true,
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"logs/": true,
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"ProjectSettings/": true,
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"UserSettings/": true,
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"temp/": true,
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"Temp/": true
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},
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"files.associations": {
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"*.asset": "yaml",
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"*.meta": "yaml",
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"*.prefab": "yaml",
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"*.unity": "yaml",
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},
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"explorer.fileNesting.enabled": true,
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"explorer.fileNesting.patterns": {
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"*.sln": "*.csproj",
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},
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"dotnet.defaultSolution": "pop-pixie.sln"
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}

Assets/Editor/DevelopmentBuild.cs

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/**
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* MIT License
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*
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*
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* Copyright (c) 2020-present GameCI, Anderbell Studios
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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public static void Build() {
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ParseCommandLineArguments(out Dictionary<string, string> options);
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BuildTarget buildTarget = (BuildTarget) Enum.Parse(
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typeof(BuildTarget),
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options["buildTarget"]
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);
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BuildTarget buildTarget = (BuildTarget)Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
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List<string> scenes = EditorBuildSettings.scenes
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.Where(scene => scene.enabled)
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List<string> scenes = EditorBuildSettings
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.scenes.Where(scene => scene.enabled)
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.Select(scene => scene.path)
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.ToList();
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scenes = scenes.ToArray(),
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locationPathName = options["customBuildPath"],
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target = buildTarget,
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options = UnityEditor.BuildOptions.Development
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options = UnityEditor.BuildOptions.Development,
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};
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BuildMetaData.SetBranchName(options["branchName"]);
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// Ignore arguments not starting with '-'
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bool isFlag = args[current].StartsWith("-");
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if (!isFlag) continue;
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if (!isFlag)
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continue;
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string flag = args[current].TrimStart('-');
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