Huh, that’s interesting. I’ll take a look.
Hachque, that’s exactly what I was avoiding with it having to be built at runtime. My current integration consists of doing it with MSBuild as part of the AfterBuild event target.
At least when I do it then it means that I can generate the checksums for the files that are generated by the content build pipeline. Useful for content validation afterwards to ensure the lack of corruption or external modifications. But this is something that relates more to my own personal need rather than the MonoGame project. 