Age | Commit message (Collapse) | Author |
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FIXME: investigate what is actually happening in here
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Something is wrong with the way cmake+vs use header files or it's just
the problem with too minimalistic cmakelists that I use.
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git-subtree-dir: vorbis
git-subtree-split: d22c3ab5f633460abc2532feee60ca0892134cbf
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git-subtree-dir: ogg
git-subtree-split: 4380566a44b8d5e85ad511c9c17eb04197863ec5
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git-subtree-dir: libpng
git-subtree-split: 3d3aae1697897e92176530bc6e85c551772614ea
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git-subtree-dir: zlib
git-subtree-split: cacf7f1d4e3d44d871b605da3b647f07d718623f
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Structure of the project as whole is... questionable. It looks that the
directories are intermingled even if they appear separated. This is a first
guess to have at least something in place.
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Add some static library files generated for Starshatter to gitignore.
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Set the TargetNames for all the debug builds to be the same. Turn off Minimal Rebuild as we have for the other projects in commit ecb247e.
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Set zlib as a dependency for a number of solution projects, presumably to help decide the build order.
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zlib source code, version 1.2.11. https://www.zlib.net/.
Include all the gynmastics involved in:
- making sure we compile zlibstat and set the output files locations and filename to those expected by the starshatter setup.
- turning off the ASM includes as they are invalid for the new versions of zlib (and crash when running).
- matching the calling conventions of the Starshatter code by ommiting ZLIB_WINAPI from the zlib preprocessor defines.
- fix debug build compile error in zlibstatic:
https://stackoverflow.com/questions/31867018/unresolved-external-symbol-except-handler4-common-in-visual-studio-2015
This fixes some string warnings.
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From VS2015 onwards, overloaded new and delete operators were no longer allowed to be declared inline. See https://docs.microsoft.com/en-us/cpp/porting/visual-cpp-what-s-new-2003-through-2015?view=vs-2019.
As a consequence of moving the definitions into source files, we cannot simply include the headers in the files they are required in without also either creating a static library or including the source files in the projects. Do the latter as the pattern fits other examples of dependencies across projects in the solution.
The overloaded operator definitions could be made neater in a future change. For now they are written as their declarations appear in the header file, with the same ifdefs as in the header file.
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Fixes incompatibility between /ZI and /Gy- by not allowing ZI at all for the time-being. We can turn it on again later.
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This is the \Gm compiler flag. There are warnings that this is deprecated, and the general advice is that setting the multiprocessor build flag should be used instead.
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This reverts commit f935fb0960b1563d6404d2fec21963b20f498a3b.
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This is the \Gm compiler flag. There are warnings that this is deprecated, and the general advice is that setting the multiprocessor build flag should be used instead.
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We shouldn't hide potential issues and it seems to be compiling okay without.
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In addressing the complaint here,
https://www.hard-light.net/forums/index.php?topic=80935.msg1853522#msg1853522
I have decided to include all the standard libraries for the debug build in the same way that the retail build does. I don't have enough information to know why this is different, but I could not resolve my build issues by instead adding more required libraries to the "Linked Dependencies". I could retry this solution later and roll this back.
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Following the advice on https://stackoverflow.com/questions/38174893/syntax-error-identifier-dxgi-rgba-in-file-dxgi1-2-h stating "if you want to mix the old DirectX SDK with the Windows 8.x SDK, you need to invert the traditional include path order.", choose to support the newest DirectX SDK (included in the Win10 SDK) by following it. The advice references https://docs.microsoft.com/en-us/windows/win32/directx-sdk--august-2009- which we should take into account for later changes.
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Retarget all projects in the Starshatter.sln from v110 (VS12) to v141 (VS17)
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Track gitignore.
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