# # Project to Solution config transformations/mapping for the Game. # Properties { SolutionItems += '%RS_CODEBRANCH%\projgen\cpp.props' SolutionItems += '%RS_CODEBRANCH%\projgen\projgen.props' SolutionItems += '%RS_CODEBRANCH%\projgen\unity.targets' SolutionItems += '%RS_CODEBRANCH%\Directory.Build.props' SolutionItems += '%RS_TOOLSSCRIPT%\coding\autoexp\rage.natvis' } Project_Config_Rules { # # Regex(proj_id:sln cfg:sln platform) = "project cfg|project platform" # ^[^:]*:([^:]*):([^:]*)$ = '(1)|(2)' # Default All projects map to a default eg. *[Debug|Win32] = Debug|Win32 ^[^:]*:([^:]*):Win32 DX11$ = '(1) DX11|Win32' # Projects in Win32 DX11 solution config, map to the project config DX11|Win32 ^[^:]*:(Steam[^:]*):Win32 DX11$ = '(1)|Win32' # Projects which are Steam don't translate to DX11 versions ^shaders:([^:]*):Win32 DX11$ = '(1)|Win32' # Shaders project has no DX11 platform or configs # The shaders_rc and shaders_dependency projects can be built in Debug or Release configurations. Debug is the usual development build for shaders. # Release is a "final" shader build that strips out anything that we don't want to ship. ^shaders_rc*:[^:]*:([^:]*)$ = 'Debug|(1)' # Always build debug config of shaders_rc except for Final builds ^shaders_rc*:Final:([^:]*)$ = 'Release|(1)' # Build release config of shaders_rc for Final builds ^shaders_rc*:Master[A-Za-z]*:([^:]*)$ = 'Release|(1)' # Build release config of shaders_rc for Master builds ^shaders_rc*:[^:]*:Win32 DX11$ = 'Debug Win32 4.0|Win32' # Remap target/platform to shader ones. ^shaders_rc*:Final:Win32 DX11$ = 'Release Win32 4.0|Win32' # Remap target/platform to shader ones. ^shaders_rc*:[^:]*:x64$ = 'Debug Win32 4.0|Win32' # Remap target/platform to shader ones. ^shaders_rc*:Final:x64$ = 'Release Win32 4.0|Win32' # Remap target/platform to shader ones. ^shaders_dependency*:[^:]*:[^:]*$ = 'Debug|Win32' # Always build Debug|Win32 of shaders_dependency except for Final builds ^shaders_dependency*:Final:[^:]*$ = 'Release|Win32' # Build Release|Win32 of shaders_dependency for Final builds ^shaders_dependency*:Master[A-Za-z]*:[^:]*$ = 'Release|Win32' # Build Release|Win32 of shaders_dependency for Master builds ^PS3_[^:]*:Master[A-Za-z]*:PS3$ = 'Final|PS3' # Use final version of ps3 specific projects ^PS3_[^:]*:[^:]*:(?!PS3)... = 'Empty|PS3' # Non PS3 platform configs map to Empty|PS3 for PS3 projects ( VS2010 quirk! ) ^[^:]*_psc:[^:]*:[^:]*$ = 'Release|x64' } # ------------------------------- # --- Solution Exporter Rules --- # ------------------------------- Project_Config_Rules { # # Regex(proj_id:sln cfg:sln platform:exporter) = "project cfg|project platform" # ^[^:]*:[^:]*:Durango:VS2010.*$ = '' # Exporter rule : No Durango in VS2010 ^[^:]*:[^:]*:Win32:VS2012.*$ = '' # Exporter rule : No Win32 in VS2012 ^[^:]*:[^:]*:Win32 DX11:VS2012.*$ = '' # Exporter rule : No Win32 in VS2012 ^[^:]*:[^:]*:Xbox 360:VS2012.*$ = '' # Exporter rule : No Xbox 360 in VS2012 ^[^:]*:[^:]*:Xbox 360:VS2015.*$ = '' # Exporter rule : No Xbox 360 in VS2015 ^[^:]*:[^:]*:Rsc:VS2012.*$ = '' # Exporter rule : No Rsc in VS2012 ^[^:]*:[^:]*:Rsc:VS2015.*$ = '' # Exporter rule : No Rsc in VS2015 ^[^:]*:[^:]*:Tool:VS2012.*$ = '' # Exporter rule : No Tool in VS2012 ^[^:]*:[^:]*:Tool:VS2015.*$ = '' # Exporter rule : No Tool in VS2015 ^[^:]*:[^:]*:Tool64:VS2012.*$ = '' # Exporter rule : No Tool64 in VS2012 ^[^:]*:[^:]*:Tool64:VS2015.*$ = '' # Exporter rule : No Tool64 in VS2015 # ^[^:]*:[^:]*:ORBIS:VS2012.*$ = '' # Exporter rule : No Orbis in VS2012 } Build_Rules { # Projects to build. ^[^:]*:[^:]*:[^:]*$ = 'true' # Default; ALL projects build by default. ^shaders:[^:]*:[^:]*$ = 'false' # Shaders projects do not build. ^shaders_rc:[^:]*:[^:]*$ = 'false' # shaders_rc projects do not build. ^PS3_[^:]*:[^:]*:(?!PS3)... = 'false' # Non PS3 platform configs map to Empty|PS3 don't build } Deploy_Rules { # Projects to Deploy. ^[^:]*:[^:]*:[^:]*$ = 'false' # Default; ALL projects do not deploy by default. ^shaders.*:[^:]*:[^:]*$ = 'false' # No shaders will deploy ^game:[^:]*:Xbox 360$ = 'true' # The game will deploy on Xbox 360 ^game:[^:]*:Durango$ = 'true' # The game will deploy on Durango }