OutWit.Engine.Assets.MSBuild
1.0.1
dotnet add package OutWit.Engine.Assets.MSBuild --version 1.0.1
NuGet\Install-Package OutWit.Engine.Assets.MSBuild -Version 1.0.1
<PackageReference Include="OutWit.Engine.Assets.MSBuild" Version="1.0.1"> <PrivateAssets>all</PrivateAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets> </PackageReference>
<PackageVersion Include="OutWit.Engine.Assets.MSBuild" Version="1.0.1" />
<PackageReference Include="OutWit.Engine.Assets.MSBuild"> <PrivateAssets>all</PrivateAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets> </PackageReference>
paket add OutWit.Engine.Assets.MSBuild --version 1.0.1
#r "nuget: OutWit.Engine.Assets.MSBuild, 1.0.1"
#:package OutWit.Engine.Assets.MSBuild@1.0.1
#addin nuget:?package=OutWit.Engine.Assets.MSBuild&version=1.0.1
#tool nuget:?package=OutWit.Engine.Assets.MSBuild&version=1.0.1
OutWit.Engine.Assets.MSBuild
MSBuild task package that wraps OutWit.Engine.Assets for use during dotnet build and dotnet pack. Auto-imported into any csproj that references this package — runs AfterTargets="Build" to fetch a controller's external data assets into the consumer's output directory.
Primary use case: local dotnet run on the WitCloud server csproj. With the server's csproj <PackageReference>-ing each system controller's NuGet, the build transparently downloads platform-specific binaries (Blender, FFmpeg, ...) into $(OutputPath)@Controllers/<name>.module/ on first build. Subsequent builds hit the cache and are near-instant.
Task
<ResolveControllerAssets
ManifestPath="$(MSBuildThisFileDirectory)..\content\manifest\controller.json"
OutputPath="$(OutputPath)@Controllers\"
ResolveForAllPlatforms="$(ResolveControllerAssetsForAllPlatforms)" />
| Property | Description |
|---|---|
ManifestPath (required) |
Absolute path to controller.json. |
OutputPath (required) |
Where <name>.module/ will be created. |
Platforms |
Comma-separated RIDs. Default: current host RID. |
ResolveForAllPlatforms |
When true, resolves all three (win-x64+linux-x64+osx-arm64). |
CacheDir |
Override cache root. Default: ~/.outwit/asset-cache/. |
See the controller-assets-architecture.md design doc for the full picture.
Learn more about Target Frameworks and .NET Standard.
This package has no dependencies.
NuGet packages (6)
Showing the top 5 NuGet packages that depend on OutWit.Engine.Assets.MSBuild:
| Package | Downloads |
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OutWit.Controller.Render
Distributed rendering via Blender CLI and ffmpeg for .blend scene blobs, bootstrap typed-scene inputs, stills, tiled stills with overlap-aware tile options, runtime diagnostics, unified/frame/video/tiled preflight validation, frame sequences, and MP4 output. Persistent-batch frame distribution renders a node's whole contiguous frame chunk in a single Blender process via the command-line animation render (scene loaded once, GUI-free / macOS-safe) with per-engine chunk sizing; tiled stills render per-tile. Render nodes now materialize external scene dependencies (linked libraries, caches, volumes, …) from per-task attachment refs carried by Render.Split* (from the BuildBlendFromRefs sidecar) before rendering, so non-self-contained scenes render correctly across distributed nodes instead of only host-side. Per-frame baked-simulation caches (e.g. fluid/smoke OpenVDB sequences) are sliced per chunk so each node downloads only its frames' cache, and the validator admits a baked+attached fluid domain. Render.BakeSimulation bakes an unbaked Mantaflow fluid/smoke sim into a per-frame OpenVDB cache on a single node selected by Grid.Delegate (the fastest node by the same render-throughput benchmark used for distribution); the BakeAndRender{Still,Frames,Video}Cycles scripts then feed that baked scene through the proven build→slice→distribute→collect path so unbaked simulations render distributed end-to-end. The bake collects every produced cache file (gas/smoke OpenVDB density grids and liquid surface meshes alike), so both gas and liquid Mantaflow domains are supported. Non-fluid point-cache simulations (cloth, soft body, dynamic particles, dynamic paint, rigid body) are baked to memory and embedded in the baked .blend, so they travel self-contained to every render node. |
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OutWit.Controller.Render.Dcc
Host-only neutral DCC scene validation and .blend build bootstrap activities that sit upstream of the OutWit.Controller.Render controller. |
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OutWit.Controller.Matrices
Matrix and vector operations including sparse representations and Gustavson multiplication. |
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OutWit.Controller.Grid
Distributed execution across compute nodes for the WitEngine runtime: Grid.ForEach (fan-out over a collection) and Grid.Delegate (run one activity on the single most-suitable node). |
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OutWit.Controller.Variables
Core variable types and collections for the WitEngine runtime — primitives, ranges, tuples, and typed collections. |
GitHub repositories
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