Bootstrap completed, hello world in BSIPA logs confirmed
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{18417954-9A66-445B-A3E1-F1E4C216E79D}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Setlist</RootNamespace>
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<AssemblyName>Setlist</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<LocalRefsDir Condition="Exists('..\Refs')">..\Refs</LocalRefsDir>
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<BeatSaberDir>$(LocalRefsDir)</BeatSaberDir>
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<AppOutputBase>$(MSBuildProjectDirectory)\</AppOutputBase>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition="$(DefineConstants.Contains('CIBuild')) OR '$(NCrunch)' == '1'">
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<DisableCopyToPlugins>True</DisableCopyToPlugins>
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</PropertyGroup>
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<PropertyGroup Condition="'$(NCrunch)' == '1'">
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<DisableCopyToPlugins>True</DisableCopyToPlugins>
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<DisableZipRelease>True</DisableZipRelease>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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<Reference Include="Main">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\Main.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="HMLib">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\HMLib.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="HMUI">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\HMUI.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="IPA.Loader">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\IPA.Loader.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Unity.TextMeshPro">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\Unity.TextMeshPro.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.UI.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.UIElementsModule">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.UIElementsModule.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.UIModule">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.UIModule.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.VRModule">
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\UnityEngine.VRModule.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Plugin.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="manifest.json" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Directory.Build.props" Condition="Exists('Directory.Build.props')" />
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<None Include="Setlist.csproj.user" Condition="Exists('Setlist.csproj.user')" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="BeatSaberModdingTools.Tasks">
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<Version>2.0.0-beta7</Version>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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<PrivateAssets>all</PrivateAssets>
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</PackageReference>
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies.net472">
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<Version>1.0.3</Version>
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- On Linux/macOS, BSMT's IsProcessRunning task is unsupported and treats Fallback=True as "game running",
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so BSMT copies to IPA/Pending/Plugins. Mirror into the real Plugins folder for the usual layout. -->
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<Target Name="CopyToPluginsOnUnixHost" AfterTargets="BSMT_CopyToPlugins" Condition="'$(OS)' == 'Unix' AND '$(DisableCopyToGame)' != 'True' AND '$(ContinuousIntegrationBuild)' != 'True' AND Exists('$(BeatSaberDir)\Plugins')">
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<Copy SourceFiles="$(OutputPath)$(AssemblyName).dll" DestinationFiles="$(BeatSaberDir)\Plugins\$(AssemblyName).dll" SkipUnchangedFiles="true" />
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<Copy SourceFiles="$(OutputPath)$(AssemblyName).pdb" DestinationFiles="$(BeatSaberDir)\Plugins\$(AssemblyName).pdb" SkipUnchangedFiles="true" Condition="Exists('$(OutputPath)$(AssemblyName).pdb')" />
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</Target>
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</Project>
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