2017-05-12 04:34:18 +00:00
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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2019-05-14 05:33:24 +00:00
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<TargetFrameworks>netstandard2.0;net46</TargetFrameworks>
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2017-05-12 04:34:18 +00:00
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<Description>Pokémon C# Class Library</Description>
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<Company>Project Pokémon</Company>
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<Copyright>Kaphotics</Copyright>
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<NeutralLanguage>en</NeutralLanguage>
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2019-02-07 23:39:15 +00:00
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<PackageLicenseUrl>https://github.com/kwsch/PKHeX/blob/master/LICENSE.md</PackageLicenseUrl>
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<PackageIconUrl>https://github.com/kwsch/PKHeX/blob/master/PKHeX.WinForms/icon.ico</PackageIconUrl>
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<PackageProjectUrl />
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<RepositoryUrl>https://github.com/kwsch/PKHeX</RepositoryUrl>
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2020-12-22 00:52:11 +00:00
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<LangVersion>9</LangVersion>
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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<Nullable>enable</Nullable>
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2021-08-01 05:38:04 +00:00
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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2017-05-12 04:34:18 +00:00
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</PropertyGroup>
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2021-04-05 01:30:01 +00:00
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<ItemGroup>
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2021-05-14 22:30:55 +00:00
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<PackageReference Include="IndexRange" Version="1.0.0" />
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2021-04-05 01:30:01 +00:00
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<PackageReference Include="System.Memory" Version="4.5.4" />
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</ItemGroup>
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2017-05-12 04:34:18 +00:00
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<ItemGroup>
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2021-05-09 19:57:26 +00:00
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<None Remove="Resources\**" />
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<EmbeddedResource Include="Resources\**" />
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2017-05-12 04:34:18 +00:00
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</ItemGroup>
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2020-03-20 18:42:58 +00:00
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</Project>
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