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Switched to DLC cooking functionality (#46)
* Switched to DLC cooking functionality * Update README.md * Implmented ReBuild target for ModBuddy * Renamed $sfCollectionMapsNames to $sfCollectionOnlyMapsNames * Added an explanantion about the iterator guard * Renamed $defaultEngine -> $sdkEngine * Moved hardcoded reused string to a variable * Explanantion of why not recursive folder removal * Added `Full rebuild` task to VSCode readme section
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README.md

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"command": "powershell.exe –NonInteractive –ExecutionPolicy Unrestricted -file '${workspaceRoot}\\.scripts\\clean.ps1' -modName 'MY_MOD_NAME' -srcDirectory '${workspaceRoot}' -sdkPath '${config:xcom.highlander.sdkroot}' -gamePath '${config:xcom.highlander.gameroot}'",
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"group": "build",
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"problemMatcher": []
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},
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{
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"label": "Full rebuild",
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"dependsOrder": "sequence",
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"dependsOn": ["Clean", "Build"]
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}
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]
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}
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$builder.SetContentOptionsJsonFilename("ContentOptions.json")
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```
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Four options are avaliable: `missingUncooked`, `sfStandalone`, `sfMaps`, `sfCollectionMaps`. Omitting an option (or the file entirely)
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Two options are avaliable: `missingUncooked` and `sfCollectionMaps`. Omitting an option (or the file entirely)
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is treated the same as setting it to an empty array
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### Including missing uncooked
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### Asset cooking
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The rest of the options are for the mod assets cooking. Because it is such a complex process, the package and map configuration is
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described in a separate file. See [Asset Cooking](https://github.com/X2CommunityCore/X2ModBuildCommon/wiki/Asset-cooking) for details.
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The other option is for the mod assets cooking. Because it is such a complex process, the package and map configuration is
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described in a separate file. See [Asset Cooking](https://github.com/X2CommunityCore/X2ModBuildCommon/wiki/Asset-cooking-(v1.2.0)) for details.
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# Additional features
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XCOM2.targets

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/>
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</Target>
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<Target Name="ReBuild">
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<Error Text="Target ReBuild is not supported"/>
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<CallTarget Targets="Clean;Default"/>
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</Target>
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<!-- The actual build -->

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