qzdoom/tools/updaterevision/updaterevision.vcproj

380 lines
7.4 KiB
Text
Raw Normal View History

- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
Name="updaterevision"
ProjectGUID="{6077B7D6-349F-4077-B552-3BC302EF5859}"
RootNamespace="updaterevision"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
CharacterSet="2"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
<Tool
Name="VCPreBuildEventTool"
2006-12-04 03:23:02 +00:00
CommandLine=""
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="2"
GenerateDebugInformation="true"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
AdditionalManifestFiles="$(InputDir)trustinfo.txt"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
ConfigurationType="1"
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
CharacterSet="2"
WholeProgramOptimization="1"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
RuntimeLibrary="2"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="1"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
AdditionalManifestFiles="$(InputDir)trustinfo.txt"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(SolutionDir)$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
ConfigurationType="1"
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
CharacterSet="2"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="2"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
GenerateDebugInformation="true"
SubSystem="1"
TargetMachine="17"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(SolutionDir)$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="1"
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
CharacterSet="2"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="17"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
AdditionalManifestFiles="$(InputDir)trustinfo.txt"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
RelativePath=".\CMakeLists.txt"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
</File>
<File
RelativePath=".\trustinfo.txt"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
</File>
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
<File
RelativePath=".\updaterevision.c"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
DisableSpecificWarnings="4996"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
DisableSpecificWarnings="4996"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
>
<Tool
Name="VCCLCompilerTool"
DisableSpecificWarnings="4996"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
>
<Tool
Name="VCCLCompilerTool"
DisableSpecificWarnings="4996"
/>
</FileConfiguration>
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>