2006-02-24 04:48:15 +00:00
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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2008-03-11 22:17:57 +00:00
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Version="8.00"
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2006-06-20 20:30:39 +00:00
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Name="zdoom"
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2006-05-23 04:25:49 +00:00
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ProjectGUID="{8049475B-5C87-46F9-9358-635218A4EF18}"
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2006-02-24 04:48:15 +00:00
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RootNamespace=" zdoom"
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2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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<Platforms>
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<Platform
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2006-05-23 04:25:49 +00:00
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Name="Win32"
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/>
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<Platform
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Name="x64"
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/>
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2006-02-24 04:48:15 +00:00
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</Platforms>
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2006-05-23 04:25:49 +00:00
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<ToolFiles>
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2006-02-24 04:48:15 +00:00
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<Configurations>
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<Configuration
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Name="Release|Win32"
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OutputDirectory=".\Release"
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IntermediateDirectory=".\Release"
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ConfigurationType="1"
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2006-05-23 04:25:49 +00:00
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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2006-02-24 04:48:15 +00:00
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2006-05-23 04:25:49 +00:00
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Name="VCPreBuildEventTool"
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2006-11-23 02:16:43 +00:00
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Description="Checking svnrevision.h..."
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CommandLine=""$(OutDir)\updaterevision.exe" src src/svnrevision.h"
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2006-05-23 04:25:49 +00:00
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Name="VCCustomBuildTool"
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Name="VCXMLDataGeneratorTool"
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Name="VCWebServiceProxyGeneratorTool"
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Name="VCMIDLTool"
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PreprocessorDefinitions="NDEBUG"
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MkTypLibCompatible="true"
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TargetEnvironment="1"
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TypeLibraryName=".\Release/zdoom.tlb"
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2006-02-24 04:48:15 +00:00
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Name="VCCLCompilerTool"
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Optimization="3"
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InlineFunctionExpansion="2"
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2006-05-23 04:25:49 +00:00
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EnableIntrinsicFunctions="true"
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2006-02-24 04:48:15 +00:00
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2006-05-23 04:25:49 +00:00
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OmitFramePointers="true"
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2008-03-11 22:17:57 +00:00
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AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;jpeg-6b;snes_spc\snes_spc"
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2006-02-24 04:48:15 +00:00
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PreprocessorDefinitions="NDEBUG,WIN32,_WIN32,_WINDOWS,USEASM,HAVE_STRUPR,HAVE_FILELENGTH"
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2006-05-23 04:25:49 +00:00
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StringPooling="true"
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2006-02-24 04:48:15 +00:00
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RuntimeLibrary="0"
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2006-05-24 15:31:21 +00:00
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EnableFunctionLevelLinking="true"
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2006-05-23 04:25:49 +00:00
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ForceConformanceInForLoopScope="true"
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2006-05-24 15:31:21 +00:00
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RuntimeTypeInfo="false"
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2006-02-24 04:48:15 +00:00
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AssemblerOutput="0"
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AssemblerListingLocation=".\Release/"
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ObjectFile=".\Release/"
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ProgramDataBaseFileName=".\Release/"
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WarningLevel="3"
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2006-05-23 04:25:49 +00:00
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DebugInformationFormat="1"
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2006-02-24 04:48:15 +00:00
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CallingConvention="1"
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2006-05-23 04:25:49 +00:00
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CompileAs="0"
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DisableSpecificWarnings="4996"
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Name="VCManagedResourceCompilerTool"
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<Tool
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Name="VCResourceCompilerTool"
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PreprocessorDefinitions="NDEBUG"
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Culture="1033"
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPreLinkEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions="/MACHINE:I386"
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2008-03-09 11:05:25 +00:00
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AdditionalDependencies="gdi32.lib user32.lib comctl32.lib shell32.lib advapi32.lib comdlg32.lib ole32.lib dxguid.lib dsound.lib dinput8.lib strmiids.lib wsock32.lib winmm.lib fmodex_vc.lib setupapi.lib ws2_32.lib"
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2006-02-24 04:48:15 +00:00
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ShowProgress="0"
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OutputFile="../zdoom.exe"
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LinkIncremental="1"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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2006-02-24 04:48:15 +00:00
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IgnoreDefaultLibraryNames=""
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2006-05-23 04:25:49 +00:00
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GenerateDebugInformation="true"
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2006-02-24 04:48:15 +00:00
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ProgramDatabaseFile="..\zdoom.pdb"
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StripPrivateSymbols=""
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2006-05-23 04:25:49 +00:00
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GenerateMapFile="true"
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2006-02-24 04:48:15 +00:00
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MapFileName=".\Release/zdoom.map"
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2006-05-23 04:25:49 +00:00
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MapExports="true"
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2006-02-24 04:48:15 +00:00
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SubSystem="2"
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StackReserveSize="0"
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TerminalServerAware="2"
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OptimizeReferences="2"
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2006-05-23 04:25:49 +00:00
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EnableCOMDATFolding="2"
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2006-08-02 04:57:36 +00:00
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SetChecksum="true"
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCALinkTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCManifestTool"
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SuppressStartupBanner="true"
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AssemblyIdentity=""
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCXDCMakeTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCBscMakeTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCFxCopTool"
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/>
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2006-02-24 04:48:15 +00:00
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2006-05-23 04:25:49 +00:00
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Name="VCAppVerifierTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCWebDeploymentTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPostBuildEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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</Configuration>
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<Configuration
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2008-03-11 22:17:57 +00:00
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Name="Release|x64"
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
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IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
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2006-02-24 04:48:15 +00:00
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ConfigurationType="1"
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2006-05-23 04:25:49 +00:00
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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2006-02-24 04:48:15 +00:00
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UseOfMFC="0"
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2006-05-23 04:25:49 +00:00
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ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
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Name="VCPreBuildEventTool"
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2006-06-20 20:30:39 +00:00
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CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCustomBuildTool"
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/>
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<Tool
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Name="VCXMLDataGeneratorTool"
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<Tool
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Name="VCWebServiceProxyGeneratorTool"
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/>
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<Tool
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Name="VCMIDLTool"
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2008-03-11 22:17:57 +00:00
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PreprocessorDefinitions="NDEBUG"
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2006-05-23 04:25:49 +00:00
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MkTypLibCompatible="true"
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SuppressStartupBanner="true"
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2008-03-11 22:17:57 +00:00
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TargetEnvironment="3"
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TypeLibraryName=".\Release/zdoom.tlb"
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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Name="VCCLCompilerTool"
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2008-03-11 22:17:57 +00:00
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EnableIntrinsicFunctions="true"
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FavorSizeOrSpeed="1"
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OmitFramePointers="true"
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PreprocessorDefinitions="NDEBUG,WIN32,_WIN32,_WINDOWS,USEASM,HAVE_STRUPR,HAVE_FILELENGTH,NOASM"
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StringPooling="true"
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RuntimeLibrary="0"
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EnableFunctionLevelLinking="false"
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2006-05-23 04:25:49 +00:00
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ForceConformanceInForLoopScope="true"
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2008-03-11 22:17:57 +00:00
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UsePrecompiledHeader="0"
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2006-02-24 04:48:15 +00:00
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PrecompiledHeaderFile=""
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2008-03-11 22:17:57 +00:00
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AssemblerOutput="0"
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AssemblerListingLocation=".\Release/"
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ObjectFile=".\Release/"
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ProgramDataBaseFileName=".\Release/"
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2006-02-24 04:48:15 +00:00
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WarningLevel="3"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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2008-03-11 22:17:57 +00:00
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DebugInformationFormat="1"
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CallingConvention="1"
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2006-05-23 04:25:49 +00:00
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CompileAs="0"
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DisableSpecificWarnings="4996"
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/>
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<Tool
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Name="VCManagedResourceCompilerTool"
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/>
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<Tool
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Name="VCResourceCompilerTool"
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2008-03-11 22:17:57 +00:00
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PreprocessorDefinitions="NDEBUG"
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2006-05-23 04:25:49 +00:00
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Culture="1033"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPreLinkEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions="/MACHINE:I386"
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2008-03-11 22:17:57 +00:00
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AdditionalDependencies="ddraw.lib dxguid.lib dinput8.lib comctl32.lib strmiids.lib wsock32.lib ws2_32.lib winmm.lib fmodvc.lib setupapi.lib"
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ShowProgress="0"
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OutputFile="../zdoom.exe"
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LinkIncremental="1"
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2006-05-23 04:25:49 +00:00
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2008-03-11 22:17:57 +00:00
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IgnoreDefaultLibraryNames=""
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2006-05-23 04:25:49 +00:00
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GenerateDebugInformation="true"
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2008-03-11 22:17:57 +00:00
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ProgramDatabaseFile="..\zdoom.pdb"
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StripPrivateSymbols=""
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GenerateMapFile="true"
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MapFileName=".\Release/zdoom.map"
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MapExports="true"
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2006-02-24 04:48:15 +00:00
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SubSystem="2"
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StackReserveSize="0"
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TerminalServerAware="2"
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2008-03-11 22:17:57 +00:00
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OptimizeReferences="2"
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EnableCOMDATFolding="2"
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TargetMachine="17"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCALinkTool"
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/>
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<Tool
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Name="VCManifestTool"
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/>
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<Tool
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Name="VCXDCMakeTool"
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/>
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Name="VCBscMakeTool"
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<Tool
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Name="VCFxCopTool"
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/>
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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Name="VCPostBuildEventTool"
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</Configuration>
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<Configuration
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2008-03-11 22:17:57 +00:00
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Name="Debug|Win32"
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OutputDirectory=".\Debug"
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IntermediateDirectory=".\Debug"
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2006-05-23 04:25:49 +00:00
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ConfigurationType="1"
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
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Name="VCPreBuildEventTool"
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2008-03-11 22:17:57 +00:00
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Description="Checking svnrevision.h..."
|
2006-06-20 20:30:39 +00:00
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CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCustomBuildTool"
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/>
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<Tool
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Name="VCXMLDataGeneratorTool"
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/>
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<Tool
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Name="VCWebServiceProxyGeneratorTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCMIDLTool"
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2008-03-11 22:17:57 +00:00
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PreprocessorDefinitions="_DEBUG"
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2006-05-23 04:25:49 +00:00
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MkTypLibCompatible="true"
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SuppressStartupBanner="true"
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2008-03-11 22:17:57 +00:00
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TargetEnvironment="1"
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TypeLibraryName=".\Debug/zdoom.tlb"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCLCompilerTool"
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2008-03-11 22:17:57 +00:00
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Optimization="0"
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AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;jpeg-6b;snes_spc\snes_spc"
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PreprocessorDefinitions="WIN32,_DEBUG,_WIN32,_WINDOWS,USEASM,_CRTDBG_MAP_ALLOC,HAVE_STRUPR,HAVE_FILELENGTH"
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MinimalRebuild="true"
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RuntimeLibrary="1"
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EnableFunctionLevelLinking="true"
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2006-05-23 04:25:49 +00:00
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ForceConformanceInForLoopScope="true"
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PrecompiledHeaderFile=""
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2008-03-11 22:17:57 +00:00
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AssemblerOutput="4"
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AssemblerListingLocation=".\Debug/"
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ObjectFile=".\Debug/"
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ProgramDataBaseFileName=".\Debug/"
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2006-05-23 04:25:49 +00:00
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WarningLevel="3"
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SuppressStartupBanner="true"
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2008-03-11 22:17:57 +00:00
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Detect64BitPortabilityProblems="true"
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- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
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Name="Release|x64"
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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</FileConfiguration>
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Name="Debug|Win32"
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2006-05-23 04:25:49 +00:00
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>
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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<FileConfiguration
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Name="Debug|x64"
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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</FileConfiguration>
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<File
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RelativePath=".\src\v_video.cpp"
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<FileConfiguration
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Name="Release|Win32"
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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<FileConfiguration
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Name="Debug|Win32"
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2006-05-23 04:25:49 +00:00
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>
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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Name="Debug|x64"
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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RelativePath=".\src\w_wad.cpp"
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Name="Release|Win32"
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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Name="Debug|Win32"
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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Name="VCCLCompilerTool"
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2008-03-12 02:56:11 +00:00
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Name="VCCLCompilerTool"
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2008-03-11 22:17:57 +00:00
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Name="Release|x64"
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCLCompilerTool"
|
2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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</FileConfiguration>
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|
2008-03-11 22:17:57 +00:00
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Name="Debug|Win32"
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2006-05-23 04:25:49 +00:00
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>
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<Tool
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Name="VCCLCompilerTool"
|
2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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<FileConfiguration
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Name="Debug|x64"
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<Tool
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Name="VCCLCompilerTool"
|
2008-03-12 02:56:11 +00:00
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2006-05-23 04:25:49 +00:00
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RelativePath=".\src\zstrformat.cpp"
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RelativePath=".\src\zstring.cpp"
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<Filter
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Name="Decorate++"
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2006-12-04 23:25:59 +00:00
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RelativePath=".\src\codepointers.h"
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2007-05-28 14:46:49 +00:00
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RelativePath=".\src\thingdef\olddecorations.cpp"
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2007-05-28 14:46:49 +00:00
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RelativePath=".\src\thingdef\thingdef.cpp"
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2007-05-28 14:46:49 +00:00
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RelativePath=".\src\thingdef\thingdef.h"
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2008-01-12 02:12:09 +00:00
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RelativePath=".\src\thingdef\thingdef_codeptr.cpp"
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2006-05-23 04:25:49 +00:00
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2007-05-28 14:46:49 +00:00
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RelativePath=".\src\thingdef\thingdef_exp.cpp"
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RelativePath=".\src\thingdef\thingdef_main.cpp"
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2007-05-28 22:18:51 +00:00
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RelativePath=".\src\thingdef\thingdef_properties.cpp"
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2007-05-28 14:46:49 +00:00
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RelativePath=".\src\thingdef\thingdef_specials.h"
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2006-05-23 04:25:49 +00:00
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2007-05-28 22:18:51 +00:00
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RelativePath=".\src\thingdef\thingdef_states.cpp"
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2006-05-23 04:25:49 +00:00
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</Filter>
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</Filter>
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<Filter
|
2006-06-21 23:22:17 +00:00
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Name="A Header Files"
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2006-05-23 04:25:49 +00:00
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Filter="h"
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RelativePath=".\src\actor.h"
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RelativePath=".\src\gameconfigfile.h"
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RelativePath=".\src\gccinlines.h"
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RelativePath=".\src\gi.h"
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RelativePath=".\src\gstrings.h"
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RelativePath=".\src\hu_stuff.h"
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<File
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RelativePath=".\src\i_cd.h"
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<File
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RelativePath=".\src\i_movie.h"
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>
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</File>
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
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Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
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2007-12-20 20:22:31 +00:00
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</Filter>
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Name="VCCustomBuildTool"
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2007-12-11 02:38:38 +00:00
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CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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2007-02-03 02:51:13 +00:00
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Outputs="$(IntDir)\$(InputName).obj"
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2006-05-23 04:25:49 +00:00
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
|
2008-03-11 22:17:57 +00:00
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CommandLine="nasm -o $(IntDir)\$(InputName).obj -f win32 $(InputPath)
"
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Outputs="$(IntDir)/$(InputName).obj"
|
2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
|
2008-03-11 22:17:57 +00:00
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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Outputs="$(IntDir)\$(InputName).obj"
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2006-05-23 04:25:49 +00:00
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
|
2007-12-11 02:38:38 +00:00
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CommandLine="nasm -o $(IntDir)\$(InputName).obj -f win32 $(InputPath)
"
|
2006-05-23 04:25:49 +00:00
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Outputs="$(IntDir)/$(InputName).obj"
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/>
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
|
2007-12-11 02:38:38 +00:00
|
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|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)"
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
2007-02-03 02:51:13 +00:00
|
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|
Outputs="$(IntDir)\$(InputName).obj"
|
2006-05-23 04:25:49 +00:00
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/>
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<FileConfiguration
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2008-03-11 22:17:57 +00:00
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Name="Release|x64"
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Name="VCCustomBuildTool"
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2008-03-05 03:10:31 +00:00
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|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
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|
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|
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</File>
|
2006-08-02 04:57:36 +00:00
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<File
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RelativePath=".\src\win32\wrappers.nas"
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<Tool
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Name="VCCustomBuildTool"
|
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|
Description="Assembling $(InputPath)..."
|
2007-12-11 02:38:38 +00:00
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -d OBJ_FORMAT_win32 -f win32 "$(InputPath)"
"
|
2006-08-02 04:57:36 +00:00
|
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|
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2006-08-02 04:57:36 +00:00
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2006-08-02 04:57:36 +00:00
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>
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<Tool
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|
Name="VCCustomBuildTool"
|
2008-03-11 22:17:57 +00:00
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -d OBJ_FORMAT_win32 -f win32 "$(InputPath)"
"
|
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|
|
Outputs="$(IntDir)\$(InputName).obj"
|
2006-08-02 04:57:36 +00:00
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</FileConfiguration>
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</File>
|
2006-05-23 04:25:49 +00:00
|
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|
</Filter>
|
|
|
|
<Filter
|
|
|
|
Name="Shared Game"
|
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2006-05-23 04:25:49 +00:00
|
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|
RelativePath=".\src\g_shared\a_action.cpp"
|
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>
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<FileConfiguration
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2008-03-12 02:56:11 +00:00
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</FileConfiguration>
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2008-03-12 02:56:11 +00:00
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|
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|
2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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</File>
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
<File
|
2006-05-23 04:25:49 +00:00
|
|
|
RelativePath=".\src\g_shared\a_keys.h"
|
|
|
|
>
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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>
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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|
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RelativePath=".\src\textures\texturemanager.cpp"
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RelativePath=".\src\textures\tgatexture.cpp"
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RelativePath=".\src\textures\warptexture.cpp"
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|
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Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\sdl\st_start.cpp"
|
|
|
|
>
|
|
|
|
<FileConfiguration
|
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|
|
Name="Release|Win32"
|
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|
|
ExcludedFromBuild="true"
|
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>
|
|
|
|
<Tool
|
|
|
|
Name="VCCLCompilerTool"
|
|
|
|
ObjectFile="$(IntDir)\$(InputName)1.obj"
|
|
|
|
XMLDocumentationFileName="$(IntDir)\$(InputName)1.xdc"
|
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2008-03-11 22:17:57 +00:00
|
|
|
Name="Release|x64"
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
ExcludedFromBuild="true"
|
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCLCompilerTool"
|
|
|
|
ObjectFile="$(IntDir)\$(InputName)1.obj"
|
|
|
|
XMLDocumentationFileName="$(IntDir)\$(InputName)1.xdc"
|
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2008-03-11 22:17:57 +00:00
|
|
|
Name="Debug|Win32"
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
ExcludedFromBuild="true"
|
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCLCompilerTool"
|
|
|
|
ObjectFile="$(IntDir)\$(InputName)1.obj"
|
|
|
|
XMLDocumentationFileName="$(IntDir)\$(InputName)1.xdc"
|
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
|
|
|
Name="Debug|x64"
|
|
|
|
ExcludedFromBuild="true"
|
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCLCompilerTool"
|
|
|
|
ObjectFile="$(IntDir)\$(InputName)1.obj"
|
|
|
|
XMLDocumentationFileName="$(IntDir)\$(InputName)1.xdc"
|
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
</File>
|
2006-05-12 03:14:40 +00:00
|
|
|
</Filter>
|
2006-02-24 04:48:15 +00:00
|
|
|
</Files>
|
|
|
|
<Globals>
|
|
|
|
</Globals>
|
|
|
|
</VisualStudioProject>
|