First off, the new 3.8 prerelease pipeline tool (now called MGCB Editor) is a .NET Core tool, which basically means it’s a nuget package that contains an app. There’s no real “installation” – aside from the optional
mgcb-editor --register command, nothing touches your registry or is written to your system aside from the standard nuget and dotnet folders. So if you avoid installing things to not clutter your system (like me), I would read up about .NET Core tools and maybe reconsider, because .NET Core tools are lightweight, unintrusive, and pretty cool from a technical standpoint.
Now if you still want to build the pipeline tool from source, there are two ways.
- You can open the
MonoGame.Tools solution (
MonoGame.Tools.Windows.sln if you’re building for Windows) and build directly in Visual Studio like normal. Doing it this way, the platform-specific Editor project is the best option (e.g.
MonoGame.Content.Builder.Editor.Windows). The main
MonoGame.Content.Builder.Editor project is just a launcher that wraps the 3 platform projects.
- You can use the Cake tool to build. Cake is itself a .NET Core tool, so this option might not be as attractive if the whole point is to avoid installing tools. This would look like
> dotnet install --global Cake.Tool
> dotnet cake build.cake -build-target=BuildTools
And finally, if you want to avoid using the built-in content pipeline altogether, yes there are various other options for loading assets that you can find examples of in the forums.