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articles/getting_started/1_setting_up_your_development_environment_windows.md

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@@ -15,7 +15,7 @@ Alternatively, you can use [JetBrains Rider](https://www.jetbrains.com/rider/) o
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Before using MonoGame, you will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/vs/)
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When installing Visual Studio, the following workloads are required depending on your desired [target platform(s)](../platforms.md):
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When installing Visual Studio, the following workloads are required depending on your desired [target platform(s)](./platforms.md):
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* Mandatory for all platforms:
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* **.Net desktop development**

articles/getting_started/2_creating_a_new_project_netcore.md

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dotnet new mgdesktopgl -o MyGame
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```
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> To know which platform identifier (short name) to use for your project, please refer to [Target Platforms](../platforms.md), or type the following command into the command prompt to list the installed templates and their corresponding short names:
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> To know which platform identifier (short name) to use for your project, please refer to [Target Platforms](./platforms.md), or type the following command into the command prompt to list the installed templates and their corresponding short names:
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>
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> ```
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> dotnet new -l
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> ```
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Once created, you can open your code editor of choice in the new folder and begin editing.
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> To run your project, check the instructions for [packaging your game](../packaging_games.md) to build the executable using the .NET tooling.
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> To run your project, check the instructions for [packaging your game](./packaging_games.md) to build the executable using the .NET tooling.
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**Next up:** [Understanding the code](3_understanding_the_code.md)

articles/getting_started/4_adding_content.md

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## MonoGame Content Builder Tool (MGCB Editor)
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This tutorial assumes that you are using Visual Studio 2022 with its MonoGame extension installed. If you are not using the extension, you will need to manually install and use the [MGCB Editor](../tools/mgcb_editor.md).
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This tutorial assumes that you are using Visual Studio 2022 with its MonoGame extension installed. If you are not using the extension, you will need to manually install and use the [MGCB Editor](./tools/mgcb_editor.md).
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> This is technically optional, since you can edit the .mgcb files manually if you wish, but the editor is highly recommended for ease of use.
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You should now see the MGCB Editor window open up. If a text file opens instead, then right-click on **Content.mgcb** and select **Open With**, then select **MGCB Editor** in the list, click **Set as Default** and then click **OK**, then try again.
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> If you do not see the **MGCB Editor** option when you right-click and select **Open With**, then please review the [Tools documentation](../tools/index.md) for installing the MGCB Editor tool for your operating system.
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> If you do not see the **MGCB Editor** option when you right-click and select **Open With**, then please review the [Tools documentation](./tools/index.md) for installing the MGCB Editor tool for your operating system.
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![MGCB Editor](images/3_mgcb_editor_tool.png)
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articles/getting_started/content_pipeline/using_mgcb_editor.md

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# Using MGCB Editor
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The [MGCB Editor](../tools/mgcb_editor.md) is used to organize and build content for use with MonoGame. It is accessed by double-clicking a "**.mgcb**" file from within the Visual Studio solution explorer (providing that you installed [MonoGame's Visual Studio extension](../getting_started/1_setting_up_your_development_environment_windows.md)).
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The [MGCB Editor](../tools/mgcb_editor.md) is used to organize and build content for use with MonoGame. It is accessed by double-clicking a "**.mgcb**" file from within the Visual Studio solution explorer (providing that you installed [MonoGame's Visual Studio extension](../1_setting_up_your_development_environment_windows.md)).
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Alternatively, you can build it [directly from source](https://github.com/MonoGame/MonoGame/tree/develop/Tools/MonoGame.Content.Builder.Editor) if needed.
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articles/migration/migrate_38.md

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Migrating from 3.8.0 should be straightforward for most platforms.
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The major difference is that 3.8.1 now requires .NET 6 and Visual Studio 2022. You can follow the [environment setup tutorial](getting_started/index.md) to make sure that you are not missing any components.
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The major difference is that 3.8.1 now requires .NET 6 and Visual Studio 2022. You can follow the [environment setup tutorial](../getting_started/index.md) to make sure that you are not missing any components.
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The MGCB Editor is no longer a global .NET tool and we recommend that you use the new Visual Studio 2022 extension which helps with accessing it without the need of CLI commands.
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articles/migration/migrate_xna.md

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MonoGame does not use the legacy fxc compiler for effects that XNA used. Instead, MonoGame uses the DX11 compiler.
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The way MonoGame handles shaders imposes some restrictions and causes some caveats in what is and is not supported.
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This is all documented in the [custom effects](content_pipeline/custom_effects.md) documentation page.
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This is all documented in the [custom effects](../getting_started/content_pipeline/custom_effects.md) documentation page.
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## Half pixel offset
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articles/toc.yml

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- name: Tools
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items:
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- name: Introduction
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href: tools/index.md
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href: getting_started/tools/index.md
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- name: MGCB
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href: tools/mgcb.md
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href: getting_started/tools/mgcb.md
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- name: MGCB Editor
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href: tools/mgcb_editor.md
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href: getting_started/tools/mgcb_editor.md
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- name: MGFXC
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href: tools/mgfxc.md
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href: getting_started/tools/mgfxc.md
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- name: Content Pipeline
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items:
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- name: Introduction
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href: content_pipeline/index.md
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href: getting_started/content_pipeline/index.md
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- name: Why use the Content Pipeline
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href: content_pipeline/why_content_pipeline.md
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href: getting_started/content_pipeline/why_content_pipeline.md
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- name: Using MGCB Editor
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href: content_pipeline/using_mgcb_editor.md
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href: getting_started/content_pipeline/using_mgcb_editor.md
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- name: Custom Effects
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href: content_pipeline/custom_effects.md
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href: getting_started/content_pipeline/custom_effects.md
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- name: TrueType fonts
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href: content_pipeline/adding_ttf_fonts.md
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href: getting_started/content_pipeline/adding_ttf_fonts.md
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- name: Localization
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href: content_pipeline/localization.md
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href: getting_started/content_pipeline/localization.md
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- name: Migration
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- name: Migrating from XNA
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href: migrate_xna.md
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href: migration/migrate_xna.md
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- name: Migrating from 3.7
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href: migrate_37.md
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href: migration/migrate_37.md
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- name: Migrating from 3.8.0
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href: migrate_38.md
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href: migration/migrate_38.md
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- name: Samples and Demos
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- name: Community Tutorials

articles/whats_new.md

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## Visual Studio 2022 extension
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MonoGame 3.8.1 now comes with an optional Visual Studio extension which will install all the MonoGame project templates and will allow for quick access to the [MGCB Editor](./tools/mgcb_editor.md).
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MonoGame 3.8.1 now comes with an optional Visual Studio extension which will install all the MonoGame project templates and will allow for quick access to the [MGCB Editor](./getting_started/tools/mgcb_editor.md).
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This extension is available for Visual Studio 2022, and Visual Studio 2022 for Mac.
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If you are migrating from 3.8.0 it is recommended to uninstall the existing global MGCB .NET tools. It would be a good idea to review the [Migrating from 3.8.0](migrate_38.md) documentation, as there are changes to how 3.8.1 works with the .NET tools and the new extension.
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If you are migrating from 3.8.0 it is recommended to uninstall the existing global MGCB .NET tools. It would be a good idea to review the [Migrating from 3.8.0](./migration/migrate_38.md) documentation, as there are changes to how 3.8.1 works with the .NET tools and the new extension.
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## Visual Studio 2019 and prior are no longer supported
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## Apple silicon (M1+) support
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Games built using the ```DesktopGL``` [platform](./platforms.md) and targeting ```osx-arm64``` will now run natively on Apple silicon without Rosetta emulation.
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Games built using the ```DesktopGL``` [platform](./getting_started/platforms.md) and targeting ```osx-arm64``` will now run natively on Apple silicon without Rosetta emulation.
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**However**, it is not yet possible to use the [MGCB](./tools/mgcb.md) or the [MGCB Editor](./tools/mgcb_editor.md) on Apple silicon, unless you are running the ```osx-x64``` variant of the .NET SDK (and therefore using Rosetta emulation). We are working toward resolving this inconvenience.
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**However**, it is not yet possible to use the [MGCB](./getting_started/tools/mgcb.md) or the [MGCB Editor](./getting_started/tools/mgcb_editor.md) on Apple silicon, unless you are running the ```osx-x64``` variant of the .NET SDK (and therefore using Rosetta emulation). We are working toward resolving this inconvenience.

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