I’ve been using the latest dev build for a few days, noticed that when trying to load a spritefont xnb asset that the content manager throws an exception saying the asset cannot be loaded as a content file.
Further inspection revealed the inner exception being that Monogame doesn’t consider the spritefont to be a valid xnb file despite it being compiled by the content pipeline tool. I looked at the source code and noticed the content manager checks the first 4 bytes of an xnb in order to determine if it is valid or not. Using a HexEditor I manually edited the 4th byte from the “d” which is used for DesktopGL projects and changed it to “w” for Windows. The spritefont loads and draws correctly. I also tested this with some of the other project types and a few of them cause an error in the same way that the DesktopGL “d” did.
What should I do in order to get around this issue? I tried just changing the platform in the pipeline tool to Windows but it seems Visual Studio will force it back to DesktopGL.