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remove the post-build, since it is already handled by scons build
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gdext.vcxproj

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@@ -182,45 +182,5 @@
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<!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
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<Import Project="$(MSBuildProjectDirectory)/targets/nmake.substitution.props" Condition="!Exists('$(VCTargetsPath)/Microsoft.Cpp.targets')" />
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<!-- Mirror CMake post-build copy into the Godot project bin directory -->
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<PropertyGroup>
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<!-- Source file produced by scons lives under bin/$(GodotPlatform). Name patterns follow example.gdextension -->
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<WinOutputFileName>$(ExtensionName).$(GodotPlatform).$(GodotTemplate).$(Arch).dll</WinOutputFileName>
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<MacOutputFileName>lib$(ExtensionName).$(GodotPlatform).$(GodotTemplate).dylib</MacOutputFileName>
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<UnixOutputFileName>lib$(ExtensionName).$(GodotPlatform).$(GodotTemplate).$(Arch).so</UnixOutputFileName>
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<WebOutputWildcard>lib$(ExtensionName).$(GodotPlatform).$(GodotTemplate).$(Arch).*.*.wasm</WebOutputWildcard>
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<GodotBinDir>$(MSBuildProjectDirectory)\$(GameProjectDir)\bin\$(GodotPlatform)</GodotBinDir>
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<BinDir>$(MSBuildProjectDirectory)\bin\$(GodotPlatform)</BinDir>
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</PropertyGroup>
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<Target Name="AfterBuild" DependsOnTargets="Build">
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<!-- Ensure destination exists -->
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<MakeDir Directories="$(GodotBinDir)" />
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<!-- Windows: copy exact file name -->
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<ItemGroup Condition="'$(GodotPlatform)' == 'windows'">
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<BuiltBinary Include="$(BinDir)\$(WinOutputFileName)" />
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</ItemGroup>
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<!-- macOS: single file name without arch -->
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<ItemGroup Condition="'$(GodotPlatform)' == 'macos'">
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<BuiltBinary Include="$(BinDir)\$(MacOutputFileName)" />
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</ItemGroup>
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<!-- Linux/Android: use .so name with arch -->
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<ItemGroup Condition="'$(GodotPlatform)' == 'linux' or '$(GodotPlatform)' == 'android'">
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<BuiltBinary Include="$(BinDir)\$(UnixOutputFileName)" />
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</ItemGroup>
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<!-- Web: filenames include extra markers (e.g., nothreads/double). Copy all that match -->
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<ItemGroup Condition="'$(GodotPlatform)' == 'web'">
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<BuiltBinary Include="$(BinDir)\$(WebOutputWildcard)" />
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</ItemGroup>
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<!-- Perform copy if items exist -->
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<Copy SourceFiles="@(BuiltBinary)" DestinationFolder="$(GodotBinDir)" SkipUnchangedFiles="true" Condition="Exists('%(BuiltBinary.Identity)')" />
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</Target>
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<Import Project="$(VCTargetsPath)/Microsoft.Cpp.targets" Condition="$(IsWindows)"/>
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</Project>

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