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Added atlas loader
0 parents  commit 06f1943

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.defignore

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/.defold/api
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/.defold/assets
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/.defold/libs
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/.defold
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/.idea
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/.vscode

.editorconfig

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# see https://github.com/CppCXY/EmmyLuaCodeStyle
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# https://github.com/CppCXY/EmmyLuaCodeStyle/blob/master/docs/format_config_EN.md
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[*.lua]
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# [basic]
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# optional space/tab
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indent_style = space
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# if indent_style is space, this is valid
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indent_size = 4
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# if indent_style is tab, this is valid
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tab_width = 4
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# none/single/double
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quote_style = none
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# only support number
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continuation_indent_size = 4
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# optional crlf/lf/cr/auto, if it is 'auto', in windows it is crlf other platforms are lf
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end_of_line = auto
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detect_end_of_line = false
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# this mean utf8 length , if this is 'unset' then the line width is no longer checked
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# this option decides when to chopdown the code
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max_line_length = 170
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# this will check text end with new line
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insert_final_newline = true
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# [function]
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# function call expression's args will align to first arg
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# optional true/false/only_after_more_indention_statement/only_not_exist_cross_row_expression
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align_call_args = false
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# if true, all function define params will align to first param
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align_function_define_params = true
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remove_expression_list_finish_comma = true
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# keep/remove/remove_table_only/remove_string_only/unambiguous_remove_string_only
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call_arg_parentheses = keep
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# [table]
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#optional none/comma/semicolon
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table_separator_style = none
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#optional keep/never/always/smart
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trailing_table_separator = keep
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# see document for detail
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continuous_assign_table_field_align_to_equal_sign = false
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# if true, format like this "local t = { 1, 2, 3 }"
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space_around_table_field_list = false
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space_around_table_append_operator = false
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# if indent_style is tab, this option is invalid
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align_table_field_to_first_field = false
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# [statement]
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align_chained_expression_statement = false
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# continous line distance
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max_continuous_line_distance = 1
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# see document for detail
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continuous_assign_statement_align_to_equal_sign = false
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# if statement will align like switch case
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if_condition_align_with_each_other = false
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# if true, continuation_indent_size for local or assign statement is invalid
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# however, if the expression list has cross row expression, it will not be aligned to the first expression
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local_assign_continuation_align_to_first_expression = false
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statement_inline_comment_space = 1
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# [indentation]
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# if true, the label loses its current indentation
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label_no_indent = false
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# if true, there will be no indentation in the do statement
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do_statement_no_indent = false
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# if true, the conditional expression of the if statement will not be a continuation line indent
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if_condition_no_continuation_indent = false
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if_branch_comments_after_block_no_indent = false
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# [space]
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# if true, t[#t+1] will not space wrapper '+'
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table_append_expression_no_space = false
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long_chain_expression_allow_one_space_after_colon = false
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remove_empty_header_and_footer_lines_in_function = true
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space_before_function_open_parenthesis = false
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space_inside_function_call_parentheses = false
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space_inside_function_param_list_parentheses = false
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space_before_open_square_bracket = false
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space_inside_square_brackets = false
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# if true, ormat like this "local t <const> = 1"
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keep_one_space_between_namedef_and_attribute = true
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# [row_layout]
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# The following configuration supports four expressions
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# minLine:${n}
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# keepLine
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# keepLine:${n}
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# maxLine:${n}
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keep_line_after_if_statement = minLine:0
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keep_line_after_do_statement = minLine:0
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keep_line_after_while_statement = minLine:0
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keep_line_after_repeat_statement = minLine:0
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keep_line_after_for_statement = minLine:0
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keep_line_after_local_or_assign_statement = keepLine
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keep_line_after_function_define_statement = keepLine:1
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keep_line_after_expression_statement = keepLine
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# [diagnostic]
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# the following is code diagnostic options
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enable_check_codestyle = true
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# [diagnostic.name_style]
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enable_name_style_check = false
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# the following is name style check rule
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# base option off/camel_case/snake_case/upper_snake_case/pascal_case/same(filename/first_param/'<const string>', snake_case/pascal_case/camel_case)
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# all option can use '|' represent or
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# for example:
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# snake_case | upper_snake_case
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# same(first_param, snake_case)
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# same('m')
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local_name_define_style = snake_case
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function_param_name_style = snake_case
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function_name_define_style = snake_case
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local_function_name_define_style = snake_case
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table_field_name_define_style = snake_case
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global_variable_name_define_style = snake_case|upper_snake_case
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module_name_define_style = same('m')|same(filename, snake_case)
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require_module_name_style = same(first_param, snake_case)
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class_name_define_style = same(filename, snake_case)
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# --- spaces
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align_continuous_assign_statement = false
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align_continuous_rect_table_field = false
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align_if_branch = false
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# --- spaces for matrix
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align_array_table = true

.gitattributes

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# Defold Protocol Buffer Text Files (https://github.com/github/linguist/issues/5091)
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*.animationset linguist-language=JSON5
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*.atlas linguist-language=JSON5
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*.camera linguist-language=JSON5
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*.collection linguist-language=JSON5
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*.collectionfactory linguist-language=JSON5
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*.collectionproxy linguist-language=JSON5
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*.collisionobject linguist-language=JSON5
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*.cubemap linguist-language=JSON5
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*.display_profiles linguist-language=JSON5
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*.factory linguist-language=JSON5
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*.font linguist-language=JSON5
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*.gamepads linguist-language=JSON5
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*.go linguist-language=JSON5
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*.gui linguist-language=JSON5
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*.input_binding linguist-language=JSON5
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*.label linguist-language=JSON5
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*.material linguist-language=JSON5
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*.mesh linguist-language=JSON5
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*.model linguist-language=JSON5
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*.particlefx linguist-language=JSON5
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*.render linguist-language=JSON5
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*.sound linguist-language=JSON5
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*.sprite linguist-language=JSON5
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*.spinemodel linguist-language=JSON5
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*.spinescene linguist-language=JSON5
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*.texture_profiles linguist-language=JSON5
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*.tilemap linguist-language=JSON5
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*.tilesource linguist-language=JSON5
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# Defold JSON Files
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*.buffer linguist-language=JSON
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# Defold GLSL Shaders
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*.fp linguist-language=GLSL
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*.vp linguist-language=GLSL
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# Defold Lua Files
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*.editor_script linguist-language=Lua
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*.render_script linguist-language=Lua
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*.script linguist-language=Lua
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*.gui_script linguist-language=Lua

.gitignore

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/.internal
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/build
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/bundle
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*.tiled-session
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.externalToolBuilders
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.DS_Store
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Thumbs.db
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.lock-wscript
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*.pyc
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.project
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.cproject
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builtins
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log.txt
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/_build
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/_bundle
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/.defold

.vscode/extensions.json

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{
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"recommendations": [
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"sumneko.lua",
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"tomblind.local-lua-debugger-vscode",
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"thejustinwalsh.textproto-grammer",
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"slevesque.shader",
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"dtoplak.vscode-glsllint",
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"CppCXY.emmylua-codestyle"
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]
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}

.vscode/launch.json

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{
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"configurations": [
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{
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"name": "Defold Kit",
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"type": "lua-local",
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"request": "launch",
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"stopOnEntry": false,
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"verbose": false,
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"internalConsoleOptions": "openOnSessionStart",
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"program": {
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"command": "build/defoldkit/dmengine"
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},
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"args": [
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"build/defoldkit/game.projectc"
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],
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"windows": {
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"program": {
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"command": "build\\defoldkit\\dmengine.exe"
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},
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"args": [
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"build\\defoldkit\\game.projectc"
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]
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},
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"preLaunchTask": "Defold Kit: Build to Launch"
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}
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]
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}

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