Prep stuff

pending asset hash changes
This commit is contained in:
Wolfy 2020-04-12 20:48:11 -05:00
parent dcfaba2cc6
commit bceeaf78bc
3 changed files with 7 additions and 7 deletions

View file

@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 1.1.0
VERSION 1.2.0
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})

View file

@ -1,4 +1,4 @@
version: 1.1.0.{branch}-{build}
version: 1.2.0.{branch}-{build}
os: MinGW
environment:
@ -29,7 +29,7 @@ environment:
##############################
DPL_ENABLED: 0
DPL_TAG_ENABLED: 0
DPL_INSTALLER_NAME: srb2kart-v110
DPL_INSTALLER_NAME: srb2kart-v120
# Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
# Include the README files and the OpenGL batch in the main and patch archives.
# The x86/x64 archives contain the DLL binaries.

View file

@ -149,10 +149,10 @@ extern FILE *logstream;
// most interface strings are ignored in development mode.
// we use comprevision and compbranch instead.
#else
#define VERSION 110 // Game version
#define VERSION 120 // Game version
#define SUBVERSION 0 // more precise version number
#define VERSIONSTRING "v1.1"
#define VERSIONSTRINGW L"v1.1"
#define VERSIONSTRING "v1.2"
#define VERSIONSTRINGW L"v1.2"
// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
// And change CMakeLists.txt, for CMake users!
// AND appveyor.yml, for the build bots!
@ -225,7 +225,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 5
#define MODVERSION 6
// Filter consvars by version
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.