// Build-Config file for FTE's standard builds, the default settings.
// to use: make FTE_CONFIG=fteqw
// Features should either be commented or not. If you change undefs to defines or vice versa then expect problems.
// Later code will disable any features if they're not supported on the current platform, so don't worry about win/lin/mac/android/web/etc here - any such issues should be fixed elsewhere.
//general rebranding
//#define DISTRIBUTION "FTE" //should be kept short. 3 or 4 letters is good, with no spaces.
//#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long.
//#define BRANDING_ICON "fte_eukara.ico" //The file to use in windows' resource files - for linux your game should include an icon.[png|ico] file in the game's data.
//#define GAME_IDENTIFYINGFILES NULL //with multiple games, this string-list gives verification that the basedir is actually valid. if null, will just be assumed correct.
//#define GAME_DOWNLOADSURL NULL //url for the package manger to update from
//#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg
// Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically)
//#undef GLQUAKE
//#undef D3D8QUAKE
//#undef D3D9QUAKE
//#undef D3D11QUAKE
//#undef VKQUAKE
//#undef HEADLESSQUAKE //no-op renderer...
//#undef WAYLANDQUAKE //linux only
//Misc Renderer stuff
#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo)
#define RTLIGHTS
#define RUNTIMELIGHTING //automatic generation of .lit files
#define R_XFLIP //old silly thing
//Extra misc features.
//#define CLIENTONLY //
#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
#define MD3MODELS //Quake3's models, also often used for q1 etc too.
#define MD5MODELS //Doom3 models.
#define ZYMOTICMODELS //nexuiz uses these, for some reason.
#define DPMMODELS //these keep popping up, despite being a weak format.
#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times.
#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons).
#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective.
#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...).
//Image formats
#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips.
#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
#define IMAGEFMT_BLP //legacy crap
#define PACKAGE_TEXWAD //quake's image wad support
#define AVAIL_PNGLIB //.png image format support (read+screenshots)
#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
#define AVAIL_FREETYPE //for truetype font rendering
#define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan).
//#define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet...
#define DECOMPRESS_RGTC //bc4+bc5
// Game/Gamecode Support
#define CSQC_DAT
#define MENU_DAT
#define VM_Q1 //q1qvm implementation, to support ktx.
//#define VM_LUA //optionally supports lua instead of ssqc.
#define HAVE_CDPLAYER //includes cd playback. actual cds. named/numbered tracks are supported regardless (though you need to use the 'music' command to play them without this).
////#define SV_MASTER //Support running the server as a master server. Should probably not be used.
////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https).
////#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now. forces the client to use a single port for all outgoing connections, which hurts reconnects.
#ifdef COMPILE_OPTS
//things to configure qclib, which annoyingly doesn't include this file itself
//-DOMIT_QCC //disable the built-in qcc
//-DSIMPLE_QCVM //disable qc debugging and 32bit opcodes