suyu/dist/suyu.manifest

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2017-08-31 22:37:11 +00:00
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 00:06:02 +00:00
<!--
SPDX-FileCopyrightText: 2024 suyu Emulator Project
chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 00:06:02 +00:00
SPDX-License-Identifier: GPL-2.0-or-later
-->
<assembly manifestVersion="1.0"
xmlns="urn:schemas-microsoft-com:asm.v1"
xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
<asmv3:application>
<asmv3:windowsSettings>
<!-- Windows 7/8/8.1/10 -->
<dpiAware
xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
true/pm
</dpiAware>
<!-- Windows 10, version 1607 or later -->
<dpiAwareness
xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">
PerMonitorV2
</dpiAwareness>
<!-- Windows 10, version 1703 or later -->
<gdiScaling
xmlns="http://schemas.microsoft.com/SMI/2017/WindowsSettings">
true
</gdiScaling>
<ws2:longPathAware
xmlns:ws3="http://schemas.microsoft.com/SMI/2016/WindowsSettings">
true
</ws2:longPathAware>
</asmv3:windowsSettings>
</asmv3:application>
<compatibility
xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}"/>
</application>
</compatibility>
<trustInfo
xmlns="urn:schemas-microsoft-com:asm.v3">
<security>
<requestedPrivileges>
<!--
UAC settings:
- app should run at same integrity level as calling process
- app does not need to manipulate windows belonging to
higher-integrity-level processes
-->
<requestedExecutionLevel
level="asInvoker"
uiAccess="false"
/>
</requestedPrivileges>
</security>
</trustInfo>
</assembly>